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android - 纹理和四边形绘图错误,Android OpenGL ES

转载 作者:行者123 更新时间:2023-11-29 22:22:39 25 4
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我这辈子都无法使用 OpenGL ES 和 Java 将简单的 Sprite 绘图绘制到屏幕上。图形编程绝对是我的弱点,我对 OpenGL 的生疏无济于事,无论如何。

我想做什么

使用四边形类将带纹理的四边形渲染到屏幕上

我尝试过的

我使用的是 glDrawTexfOES,一切都很好。但是,经过一些检查,我意识到我无法使用构建更健壮的系统所需的平移和旋转;所以,我决定选择有纹理的四边形,因为很久以前,我在大学里就是这么做的。

问题

我的纹理最终占据了整个屏幕并且没有被正确映射,这让我有点脾气暴躁。我希望我能得到一些关注我的代码和一些专业意见。

结果

应该是这样的:

Correct Image

但这是:

Incorrect Image

非常感谢您!

我的 Quad 类:

public class Quad
{
private float _Vertices[] =
{
-1.0f, 1.0f, 0.0f, // Top left
-1.0f, -1.0f, 0.0f, // Bottom left
1.0f, -1.0f, 0.0f, // Bottom right
1.0f, 1.0f, 0.0f, // Top right
};

private float _TextureCoords[] =
{
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};

private FloatBuffer _VertexBuffer;
private ShortBuffer _IndexBuffer;
private FloatBuffer _TextureBuffer;

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

public Quad()
{
Setup();
}

public void Setup()
{
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 );

ByteBuffer tbb = ByteBuffer.allocateDirect( _TextureCoords.length * 4 );
tbb.order( ByteOrder.nativeOrder() );

_TextureBuffer = tbb.asFloatBuffer();
_TextureBuffer.put( _TextureCoords );
_TextureBuffer.position( 0 );
}

public void Draw( GL10 gl, Texture texture )
{
gl.glBindTexture( GL10.GL_TEXTURE_2D, texture.getID() );
gl.glTexCoordPointer( 2, GL10.GL_FLOAT, 0, _TextureBuffer );

gl.glVertexPointer( 3, GL10.GL_FLOAT, 0, _VertexBuffer );
gl.glDrawElements( GL10.GL_TRIANGLES, _Indices.length,
GL10.GL_UNSIGNED_SHORT, _IndexBuffer );
}
}

我的渲染器:

public class FoxRenderer implements Renderer
{
private Context _Context;
private Quad _Quad;

private int _Width;
private int _Height;

public FoxRenderer( Context context, Game game )
{
// Assignment
_Context = context;
_Game = game;

_Quad = new Quad();
}

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

_Quad.Draw( gl, _Game.getGameData().TextureSystem.GetTexture( "buddha") );
}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height)
{
_Width = width;
_Height = height;

gl.glViewport(0, 0, width, height);

gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrthof(0.0f, width, 0.0f, height, 0.0f, 1.0f);
}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
// Initialize various OpenGL elements
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);

gl.glClearColor(1f, 1f, 1f, 1);
gl.glShadeModel(GL10.GL_FLAT);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_TEXTURE_2D);

// Disabling certain elements for performance
gl.glDisable(GL10.GL_DITHER);
gl.glDisable(GL10.GL_LIGHTING);

// Stuff for rendering quads
gl.glFrontFace( GL10.GL_CCW );
gl.glEnable( GL10.GL_CULL_FACE );
gl.glCullFace( GL10.GL_BACK );

gl.glShadeModel(GL10.GL_FLAT);
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);

gl.glEnableClientState( GL10.GL_VERTEX_ARRAY );
gl.glEnableClientState( GL10.GL_TEXTURE_COORD_ARRAY );
}
}

为了以防万一,我的纹理加载:

public void LoadTexture( String name, int resource )
{
Texture texture = new Texture();

// LOADING TEXTURE CODE
int[] temp = new int[ 1 ];

_GL10.glGenTextures( 1, temp, 0 );

// Get newly generated OpenGL texture ID and bind it and store in our texture class
int id = temp[ 0 ];
_GL10.glBindTexture( GL10.GL_TEXTURE_2D, id );
texture.setID( id );

_GL10.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST );
_GL10.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST );
_GL10.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT );
_GL10.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT );
_GL10.glTexEnvf( GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE );

// Load actual resource into bitmap
Bitmap bitmap = BitmapFactory.decodeResource( _Context.getResources(), resource );

// Not 100% sure what this does
GLUtils.texImage2D( GL10.GL_TEXTURE_2D, 0, bitmap, 0 );

texture.setWidth( bitmap.getWidth() );
texture.setHeight( bitmap.getHeight() );

_Map.put( name, texture );

bitmap.recycle();
}

最佳答案

在与我共事的图形工程师的帮助下,我最终解决了这个问题。只需要更改我的 onSurfaceChanged:

public void onSurfaceChanged(GL10 gl, int width, int height)
{
_Width = width;
_Height = height;

gl.glViewport(0, 0, width, height);

gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrthof(0.0f, width, height, 0.0f, 0.0f, 1.0f);

gl.glMatrixMode(GL10.GL_MODELVIEW);
}

也改为顺时针:

gl.glFrontFace( GL10.GL_CW );

并改变了我的顶点:

private static float _Vertices[] = 
{
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
-0.5f, 0.5f, 0.0f,
};

现在一切都按照我想要的方式运行,包括让它在大多数引擎中像屏幕空间一样运行(正 Y 向下)。

关于android - 纹理和四边形绘图错误,Android OpenGL ES,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/6756447/

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