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java - 在 Android 中绘制 gles20 圆时的随机线条

转载 作者:行者123 更新时间:2023-11-30 04:14:33 24 4
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我刚开始学习 Android 版 OpenGL,但在画圆时遇到了一个奇怪的问题。它的一些顶点粘在左边和顶壁上,使得线条有点随机地从圆圈中出来。每次我重新启动应用程序时,它们都有不同的位置。

绘制圆的 DrawScreen 类:

public class DrawScreen implements GLSurfaceView.Renderer {

Ball ball;

public float mAngle;

private int mProgram;
private int maPositionHandle;

private final String vertexShaderCode =
// This matrix member variable provides a hook to manipulate
// the coordinates of the objects that use this vertex shader
"uniform mat4 uMVPMatrix; \n" +

"attribute vec4 vPosition; \n" +
"void main(){ \n" +

// the matrix must be included as a modifier of gl_Position
" 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 muMVPMatrixHandle;
private float[] mMVPMatrix = new float[16];
private float[] mVMatrix = new float[16];
private float[] mProjMatrix = new float[16];


public void onSurfaceCreated(GL10 unused, EGLConfig config) {

ball = new Ball();

// Set the background frame color
GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);

muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);

ball.initShapes(240, 360, 50);

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

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 circle data
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 0, ball.ballVB);
GLES20.glEnableVertexAttribArray(maPositionHandle);

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

// Draw the circle
GLES20.glDrawArrays(GLES20.GL_LINE_LOOP, 0, (int) (ball.getNumSeg() * 3));

}

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 coodinates
// in the onDrawFrame() method
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 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;

}

创建圆的 Ball 类:

public class Ball {

public FloatBuffer ballVB;

private float cx, cy, r;

float numSegments = 360;

public void initShapes(float tx, float ty, float tr){

cx = (tx / 240.f) - 1.f;
cy = (ty / 360.f) - 1.f;
r = (tr / 240.f);

float ballCoords[] = new float[(int) (numSegments * 3)];

double theta = (2 * 3.1415926 / numSegments);
float c = (float) Math.cos(theta);//precalculate the sine and cosine
float s = (float) Math.sin(theta);
float t;

float x = r;//we start at angle = 0
float y = 0;

for(int i = 0; i < (numSegments * 3); i = i + 3 ) {

ballCoords[i] = (x + cx);
ballCoords[i + 1] = (y + cy);
ballCoords[i + 2] = (0);

//apply the rotation matrix
t = x;
x = c * x - s * y;
y = s * t + c * y;

}

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

}

public float getNumSeg(){

return numSegments;

}

我已经在互联网上搜索了几个小时,但没有找到任何东西。希望你们能帮助我。

最佳答案

GLES20.glDrawArrays(GLES20.GL_LINE_LOOP, 0, (int) (ball.getNumSeg() * 3));

我对此表示怀疑,是指单个顶点吗?

glDrawArrays 的最后一个参数是要绘制的顶点 的数量,而不是 float 。您可能应该从 glDrawArrays 中删除 * 3 乘数。

您的额外线条可能来自绘制垃圾数据,因为您绘制的顶点数是实际分配的顶点数的 3 倍。

关于java - 在 Android 中绘制 gles20 圆时的随机线条,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/10250006/

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