gpt4 book ai didi

android - Opengl-es onTouchEvents 问题还是绘图问题?

转载 作者:行者123 更新时间:2023-11-29 02:11:51 25 4
gpt4 key购买 nike

<分区>

我刚刚开始在我的应用程序中使用 opengl,我觉得它很好 =) 但最近我遇到了障碍,因为我一直在尝试找出用户输入的方法。我决定从一个简单的过程开始,即在您触摸屏幕的位置在屏幕上绘制一个正方形。不幸的是,该应用程序似乎没有注册输入。

这是我的代码:

应用通过此 Activity 打开 >>

import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;

public class Practice extends Activity {
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
this.requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
GLSurfaceView view = new GLSurfaceView (this);
view.setRenderer(new GLSurfaceRenderer());
setContentView(view);
}
}

这会初始化全屏 SurfaceView。

接下来是渲染器

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLU;
import android.opengl.GLSurfaceView.Renderer;
import android.view.MotionEvent;


public class GLSurfaceRenderer implements Renderer{

private FlatColoredSquare Square;
private float setx = 0;
private float sety = 0;


public GLSurfaceRenderer () {
Square = new FlatColoredSquare();

}
public boolean onTouchEvent (MotionEvent event, GL10 gl){
if (event.getAction() == MotionEvent.ACTION_UP){
gl.glPushMatrix();
gl.glTranslatef(event.getX(), event.getY(), -10);
Square.draw(gl);
gl.glPopMatrix();
}

return true;

}



@Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT |
GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();

gl.glPushMatrix();
gl.glTranslatef(setx, sety, -10);
Square.draw(gl);
gl.glPopMatrix();
}






@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 100f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();

}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

}



}

如您所见,有一个 onTouchEvent 获取事件的坐标并将它们设置为顶部的 float 。然后 draw 方法使用这些坐标来设置正方形的位置。我认为这里的 draw 方法更新不足以重绘正方形。如何设置 draw 方法来更新方 block onTouch?除了尝试将正方形设置为从 onTouch 方法内部绘制外,我还将其留空,如:

public boolean onTouchEvent (MotionEvent event){
if (event.getAction() == MotionEvent.ACTION_UP){
setx = event.getX();
sety = event.getY();
}

return true;

}

这两个返回相同的结果 =(那我做错了onTouchEvent吗?还是我必须强制 draw 方法以某种方式更新?我该如何正确实现?

谢谢你的时间

编辑:

通过将方法移至 Practice 类,设法获取注册 onTouchEvent 的代码。

编辑:做了一些更多的改进,代码现在在一定程度上可以正常工作,但我没有在所需位置重新绘制正方形,而是得到一个空白的清除屏幕。

这里是编辑练习

import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.MotionEvent;
import android.view.Window;
import android.view.WindowManager;
import android.app.ui.GLSurfaceRenderer;



public class Practice extends Activity {
private GLSurfaceRenderer glSurfaceRenderer;
public static float setx;
public static float sety;




/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
this.requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
GLSurfaceView view = new GLSurfaceView (this);
view.setRenderer(glSurfaceRenderer = new GLSurfaceRenderer());

setContentView(view);
}
@Override
public synchronized boolean onTouchEvent (MotionEvent event){

if (event.getAction() == MotionEvent.ACTION_UP){
glSurfaceRenderer.randomMethod(event);
}

return true;

}
}

并编辑渲染器类

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLU;
import android.opengl.GLSurfaceView.Renderer;
import android.view.MotionEvent;




public class GLSurfaceRenderer implements Renderer{
private float setx;
private float sety;

private FlatColoredSquare square;


public GLSurfaceRenderer () {
square = new FlatColoredSquare();


}

public synchronized void randomMethod(MotionEvent event){
setx = event.getX();
sety = event.getY();
}



@Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT |
GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();


gl.glPushMatrix();
gl.glTranslatef(setx, sety, -10);
square.draw(gl);
gl.glPopMatrix();

}








@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 100f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();

}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

}



}

有什么想法吗?下面是方码

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;

import javax.microedition.khronos.opengles.GL10;

public class FlatColoredSquare {
private float vertices[] = {
-1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f
};

private short indices[] = {0, 1, 2, 0, 2, 3,};

private FloatBuffer vertexBuffer;

private ShortBuffer indexBuffer;


public FlatColoredSquare() {
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);

ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length*2);
ibb.order(ByteOrder.nativeOrder());
indexBuffer = ibb.asShortBuffer();
indexBuffer.put(indices);
indexBuffer.position(0);
}

public void draw(GL10 gl) {
gl.glColor4f(0.0f, 1.0f, 0.0f, 0.0f);
gl.glFrontFace(GL10.GL_CCW);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glCullFace(GL10.GL_BACK);

gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, indices.length,
GL10.GL_UNSIGNED_SHORT, indexBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisable(GL10.GL_CULL_FACE);
}

}

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com