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java - 无纹理四边形未在 OpenGL ES 3.0 中渲染

转载 作者:太空宇宙 更新时间:2023-11-04 09:30:54 25 4
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我最近使用 javax.swing 框架编写了一个简单的游戏,并希望将其作为 Android 应用程序发布。我做了一些研究,发现大多数应用程序都使用 java 和 OpenGL ES。我有一些 OpenGL 经验,但正在熟悉 OpenGL ES。然而,每当我尝试渲染一个简单的四边形(使用 GLES30 顶点数组)时,我只能看到红色背景(我已使用 GL10.glClearColor() 指定)。我很可能错过了一些非常明显的东西,但我花了时间进行研究,但没有找到切实的结果。

这是我的 MainActivity 代码:

public class MainActivity extends Activity {

private Screen screen;
private Sketcher s;

@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);

screen = findViewById(R.id.surface_view);
screen.setEGLContextClientVersion(3);

s = new Sketcher(getAssets());

screen.setRenderer(s);
screen.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}

@Override
public void onPause() {
super.onPause();
screen.onPause();
}

@Override
public void onResume() {
super.onResume();
screen.onResume();
}

@Override
protected void onDestroy() {
super.onDestroy();

s.free();
}
}

请记住,Screen 类仅复制 GLSurfaceView 的构造函数,并将 onPause() 和 onResume() 方法公开。

草绘器类:

public class Sketcher implements GLSurfaceView.Renderer {

private Player p;

private Shader pShader;

private AssetManager am;

Sketcher(AssetManager am) {
this.am = am;
}

@Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
p = new Player();
//pShader = new Shader(am, "playerVertexShader.txt", "playerFragmentShader.txt");
//pShader.setUniforms();

GLES10.glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
}

@Override
public void onDrawFrame(GL10 unused) {
GLES10.glClear(GLES10.GL_COLOR_BUFFER_BIT);

//pShader.activate();

GLES30.glBindVertexArray(p.getVaoID());
GLES20.glEnableVertexAttribArray(0);

GLES20.glDrawElements(GLES20.GL_TRIANGLES, p.getVertexCount(), GLES20.GL_UNSIGNED_INT, 0);

GLES20.glDisableVertexAttribArray(0);
GLES30.glBindVertexArray(0);

//pShader.deactivate();
}

@Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES10.glViewport(0, 0, width, height);
}

void free() {
p.free();
//pShader.free();
}
}

玩家类:

public class Player {

public static final float RADIUS = 0.5f;

private static final float ACC = 0.02f;
private static final float MAX_SPEED = 2.0f;

private static final int PRECISION = 10;

private float x, y;
private float vx, vy;

private int vaoID;
private int vBufferID;
private int iBufferID;

public Player() {
int[] vao = new int[1];
int[] buffers = new int[2];

GLES30.glGenVertexArrays(1, vao, 0);
vaoID = vao[0];

GLES30.glGenBuffers(2, buffers, 0);
vBufferID = buffers[0];
iBufferID = buffers[1];

ByteBuffer vBuffer = ByteBuffer.allocateDirect(Float.BYTES * 8).order(ByteOrder.nativeOrder());
vBuffer.putFloat(-RADIUS);
vBuffer.putFloat(-RADIUS);
vBuffer.putFloat( RADIUS);
vBuffer.putFloat(-RADIUS);
vBuffer.putFloat( RADIUS);
vBuffer.putFloat( RADIUS);
vBuffer.putFloat(-RADIUS);
vBuffer.putFloat( RADIUS);
vBuffer.flip();

/*
vBuffer.put(0.0f);
vBuffer.put(0.0f);

for (int i = 0; i < PRECISION; i++) {
double angle = Math.PI / PRECISION * i;

vBuffer.put((float)(Math.sin(angle) * RADIUS));
vBuffer.put((float)(Math.cos(angle) * RADIUS));
}
*/

ByteBuffer iBuffer = ByteBuffer.allocateDirect(Integer.BYTES * 6).order(ByteOrder.nativeOrder());
iBuffer.putInt(0);
iBuffer.putInt(1);
iBuffer.putInt(2);
iBuffer.putInt(0);
iBuffer.putInt(2);
iBuffer.putInt(3);
iBuffer.flip();
/*
for (int i = 1; i < PRECISION - 1; i++) {
iBuffer.put(0);
iBuffer.put(i + 1);
iBuffer.put(i);
}

iBuffer.put(0);
iBuffer.put(1);
iBuffer.put(PRECISION - 1);
*/

GLES30.glBindVertexArray(vaoID);

GLES20.glBindBuffer(GLES30.GL_ARRAY_BUFFER, vBufferID);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vBuffer.capacity(), vBuffer, GLES20.GL_STATIC_DRAW);
GLES20.glVertexAttribPointer(0, 2, GLES20.GL_FLOAT, false, 0, 0);

GLES20.glBindBuffer(GLES30.GL_ELEMENT_ARRAY_BUFFER, iBufferID);
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, iBuffer.capacity(), iBuffer, GLES20.GL_STATIC_DRAW);

GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES30.glBindVertexArray(0);
}

public float getX() {
return x;
}

public float getY() {
return y;
}

public int getVaoID() {
return vaoID;
}

public int getVertexCount() {
return 6;
}

public void free() {
GLES30.glDeleteVertexArrays(1, new int[] {vaoID}, 0);
GLES30.glDeleteBuffers(2, new int[] {vBufferID, iBufferID}, 0);
}
}

我注释掉了很多与游戏相关的代码,因为我必须简化,直到我触底(绘制一个简单的无纹理四边形)。

这是着色器代码:

#version 300 es

layout(location = 0) in vec2 vertex;

void main() {
gl_Position = vec4(vertex, 0.0, 1.0);
}


#version 300 es

out vec4 fragment;

void main() {
fragment = vec4(0.0, 0.0, 0.0, 1.0);
}

最佳答案

当您创建Index buffers时,然后创建一个“字节”缓冲区。这意味着每个索引都存储在单个字节中:

ByteBuffer iBuffer = ByteBuffer.allocateDirect(Integer.BYTES*6).order(ByteOrder.nativeOrder());
iBuffer.putInt(0);
iBuffer.putInt(1);
GLES20.glBindBuffer(GLES30.GL_ELEMENT_ARRAY_BUFFER, iBufferID);
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, iBuffer.capacity(), iBuffer, GLES20.GL_STATIC_DRAW);

因此,当您绘制网格 ( glDrawElements ) 时,指定的索引类型必须为 GL_UNSIGNED_BYTE

GLES20.glDrawElements(GLES20.GL_TRIANGLES, p.getVertexCount(), GLES20.GL_UNSIGNED_BYTE, 0);

而不是GL_UNSIGNED_INT:

GLES20.glDrawElements(GLES20.GL_TRIANGLES, p.getVertexCount(), GLES20.GL_UNSIGNED_INT, 0);

<小时/>

或者,也可以使用 IntBuffer对应于元素类型 GL_UNSIGNED_INT
或者使用ShortBufferGL_UNSIGNED_SHORT 结合使用。

<小时/>

确实在 fragment 着色器中Precision qualifiers缺少,它们不是可选的(OpenGL ES)。例如添加默认精度限定符:

precision medium float;

关于java - 无纹理四边形未在 OpenGL ES 3.0 中渲染,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/57109764/

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