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android - 三角形不会旋转

转载 作者:行者123 更新时间:2023-11-29 22:10:38 25 4
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所以我遵循了谷歌的这个教程:http://developer.android.com/resources/tutorials/opengl/opengl-es20.html

三角形应该旋转以响应触摸事件,但没有任何反应。当它应该自己旋转时,它在前面的步骤中也没有旋转。不确定是什么问题。我只是复制了他们的代码。

整个项目只有两个文件:

HelloOpenGLES20Activity.java

package com.opengl.es20;

import android.app.Activity;
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.MotionEvent;

public class HelloOpenGLES20Activity extends Activity {

private GLSurfaceView mGLView;

@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);

// Create a GLSurfaceView instance and set it
// as the ContentView for this Activity
mGLView = new HelloOpenGLES20SurfaceView(this);
setContentView(mGLView);
}

@Override
protected void onPause() {
super.onPause();
// The following call pauses the rendering thread.
// If your OpenGL application is memory intensive,
// you should consider de-allocating objects that
// consume significant memory here.
mGLView.onPause();
}

@Override
protected void onResume() {
super.onResume();
// The following call resumes a paused rendering thread.
// If you de-allocated graphic objects for onPause()
// this is a good place to re-allocate them.
mGLView.onResume();
}
}

class HelloOpenGLES20SurfaceView extends GLSurfaceView {

private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
private HelloOpenGLES20Renderer mRenderer;
private float mPreviousX;
private float mPreviousY;

public HelloOpenGLES20SurfaceView(Context context){
super(context);

// Create an OpenGL ES 2.0 context.
setEGLContextClientVersion(2);
// set the mRenderer member
mRenderer = new HelloOpenGLES20Renderer();
setRenderer(mRenderer);

// Render the view only when there is a change
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);

}

@Override
public boolean onTouchEvent(MotionEvent e) {
// MotionEvent reports input details from the touch screen
// and other input controls. In this case, you are only
// interested in events where the touch position changed.

float x = e.getX();
float y = e.getY();

switch (e.getAction()) {
case MotionEvent.ACTION_MOVE:

float dx = x - mPreviousX;
float dy = y - mPreviousY;

// reverse direction of rotation above the mid-line
if (y > getHeight() / 2) {
dx = dx * -1 ;
}

// reverse direction of rotation to left of the mid-line
if (x < getWidth() / 2) {
dy = dy * -1 ;
}

mRenderer.mAngle += (dx + dy) * TOUCH_SCALE_FACTOR;
requestRender();
}

mPreviousX = x;
mPreviousY = y;
return true;
}
}

HelloRendererOpenGLES20Renderer.java

package com.opengl.es20;

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

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

import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.os.SystemClock;

public class HelloOpenGLES20Renderer implements GLSurfaceView.Renderer {

private FloatBuffer triangleVB;
private final String vertexShaderCode =
"uniform mat4 uMVPMatrix; \n" +
"attribute vec4 vPosition; \n" +
"void main(){ \n" +
" gl_Position = uMVPMatrix * vPosition; \n" +
"} \n";

private final String fragmentShaderCode =
"precision mediump float; \n" +
"void main(){ \n" +
" gl_FragColor = vec4 (0.63671875, 0.76953125, 0.22265625, 1.0); \n" +
"} \n";
private int mProgram;
private int maPositionHandle;
private int muMVPMatrixHandle;
private float[] mMVPMatrix = new float[16];
private float[] mMMatrix = new float[16];
private float[] mVMatrix = new float[16];
private float[] mProjMatrix = new float[16];

public float mAngle;

public void onSurfaceCreated(GL10 unused, EGLConfig config) {
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
// Set the background frame color
GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
initShapes();

mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program
GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mProgram); // creates OpenGL program executables

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

public void onDrawFrame(GL10 unused) {

// Redraw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
// Add program to OpenGL environment
GLES20.glUseProgram(mProgram);

// Prepare the triangle data
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 12, triangleVB);
GLES20.glEnableVertexAttribArray(maPositionHandle);

// Create a rotation for the triangle
// long time = SystemClock.uptimeMillis() % 4000L;
// float angle = 0.090f * ((int) time);
Matrix.setRotateM(mMMatrix, 0, mAngle, 0, 0, 1.0f);
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);

// Apply a ModelView Projection transformation
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);

// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
}

public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width/height;
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
}

private void initShapes(){

float triangleCoords[] = {
// X, Y, Z
-0.5f, -0.25f, 0,
0.5f, -0.25f, 0,
0.0f, 0.559016994f, 0
};

// initialize vertex Buffer for triangle
ByteBuffer vbb = ByteBuffer.allocateDirect(
// (# of coordinate values * 4 bytes per float)
triangleCoords.length * 4);
vbb.order(ByteOrder.nativeOrder());// use the device hardware's native byte order
triangleVB = vbb.asFloatBuffer(); // create a floating point buffer from the ByteBuffer
triangleVB.put(triangleCoords); // add the coordinates to the FloatBuffer
triangleVB.position(0); // set the buffer to read the first coordinate

}

private 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;
}

}

最佳答案

    Matrix.setRotateM(mMMatrix, 0, mAngle, 0, 0, 1.0f);
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);

// Apply a ModelView Projection transformation
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);

我相信这个最后的 multiplyMM 是你的问题。您正在将 mMVPMatrix 重置为mMVPMatrix = mProjMatrix * mVMatrix,并且您正在丢失将应用旋转的模型转换矩阵 mMMatrix。此外,验证 mAngle 是否为非零。

关于android - 三角形不会旋转,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/9725688/

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