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java - OpenGL形状绘图绕y轴反转?

转载 作者:太空宇宙 更新时间:2023-11-04 13:29:26 24 4
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这很尴尬,

我正在尝试遵循 google 中的简单指南使用 openGL 进行绘制。现在,我稍微修改了那里的代码,看看发生了什么以及发生了什么,这立即对我造成了“错误”。该代码确实工作正常并且显示良好 - 但并不完全是我期望的显示效果。

我试图用以下坐标绘制一个三角形 (0, 0.75, 0) (-0.5, 0, 0) (0, 0, 0)。这应该是一个具有垂直长边和短水平边的三角形。对角线应该从左下角到“右上”。

如上所述:我看到一个三角形:但是第二个坐标似乎绕 y 轴“翻转”:负 x 值真的“向右”吗?

渲染器代码:

public class MyGLRenderer implements GLSurfaceView.Renderer {
private Triangle mTriangle;
// mMVPMatrix is an abbreviation for "Model View Projection Matrix"
private final float[] mMVPMatrix = new float[16];
private final float[] mProjectionMatrix = new float[16];
private final float[] mViewMatrix = new float[16];

public void onSurfaceCreated(GL10 unused, EGLConfig config) {
// Set the background frame color
GLES20.glClearColor(0f, 0f, 0f, 1.0f);
// initialize a triangle
float triangleCoords[] = {
0.0f, 0.75f, 0.0f, // top
-0.5f, 0f, 0.0f, // bottom left
0.0f, 0.0f, 0.0f // bottom right
};
mTriangle = new Triangle(triangleCoords);
}

public void onDrawFrame(GL10 unused) {
// Redraw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);

// Set the camera position (View matrix)
Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);

// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);

// Draw shape
mTriangle.draw(mMVPMatrix);
}


public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);

float ratio = (float) width / height;

// this projection matrix is applied to object coordinates
// in the onDrawFrame() method
Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, -1, 1, 2.99f, 7);
}

public static int loadShader(int type, String shaderCode){

// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);

// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);

return shader;
}
}

为了完整起见,Triangle 类:

public class Triangle {

private FloatBuffer vertexBuffer;
// number of coordinates per vertex in this array
private static final int COORDS_PER_VERTEX = 3;
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex

private int vertexCount;


// Set color with red, green, blue and alpha (opacity) values
private static final float colorDefault[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };

public Triangle(float[] sizes) {

this.vertexCount = sizes.length / COORDS_PER_VERTEX;
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (number of coordinate values * 4 bytes per float)
sizes.length * 4);
// use the device hardware's native byte order
bb.order(ByteOrder.nativeOrder());

// create a floating point buffer from the ByteBuffer
vertexBuffer = bb.asFloatBuffer();
// add the coordinates to the FloatBuffer
vertexBuffer.put(sizes);
// set the buffer to read the first coordinate
vertexBuffer.position(0);

int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);

// create empty OpenGL ES Program
mProgram = GLES20.glCreateProgram();

// add the vertex shader to program
GLES20.glAttachShader(mProgram, vertexShader);

// add the fragment shader to program
GLES20.glAttachShader(mProgram, fragmentShader);

// creates OpenGL ES program executables
GLES20.glLinkProgram(mProgram);
}




private final int mProgram;
private final String vertexShaderCode =
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vSizes;" +
"void main() {" +
" gl_Position = uMVPMatrix * vSizes;" +
"}";

private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";




public void draw(float[] mvpMatrix) {
int mSizesHandle;
int mColorHandle;
int mMVPMatrixHandle;
// Add program to OpenGL ES environment
GLES20.glUseProgram(mProgram);

// get handle to vertex shader's vPosition member
mSizesHandle = GLES20.glGetAttribLocation(mProgram, "vSizes");

// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mSizesHandle);

// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(mSizesHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);



// get handle to fragment shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");

// Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, colorDefault, 0);


// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");

// Pass the projection and view transformation to the shader
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);


// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);

// Disable vertex array
GLES20.glDisableVertexAttribArray(mSizesHandle);
}

}

最佳答案

根据你的矩阵代码,看起来你正在构建一个从 <0,0,0> 观察 <-3,0,0> 的 View 矩阵,并且考虑到你的三角形平放在 x-y 平面上,实际上你能看到任何东西都是相当奇迹的。因此,您需要修改构建观看矩阵的方式。我还建议您按顶点为三角形着色,以便更容易知道变换后三角形的顶点最终在哪里。

关于java - OpenGL形状绘图绕y轴反转?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/32334415/

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