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java - Android 更改 OpenGL 坐标系

转载 作者:行者123 更新时间:2023-11-30 10:46:04 26 4
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好的,所以我找到了这个 thread ,这是我认为我需要做的。但是,我使用的不是 GL10,而是 GLES20glOrthof 不是 GLES20 API 的一部分。

我想做的是改变坐标系的范围,从[-1, 1] [0,1]。这是正常的系统。

Normal Coord System

我想改成这样(下)

enter image description here

屏幕中心是0.5f,0.5f,左下角是0f,0f等它只是二维的。

private final String vertexShaderCode = 
"uniform mat4 uMVPMatrix;" +
"attribute vec4 aPosition;" +
"attribute vec2 aTexCoordinate;" +
"varying vec2 vTexCoordinate;" +
"void main() {" +
" gl_Position = uMVPMatrix * aPosition;" +
" vTexCoordinate = aTexCoordinate;" +
"}";

这是我的渲染器类

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.util.Log;

import com.matt.world.World;


public class OpenGLRenderer implements GLSurfaceView.Renderer {

private static final String TAG = "OpenGLRenderer"; // Tag for the logcat error message

private final float[] mMVPMatrix = new float[16]; // mMVPMatrix is an abbreviation for "Model View Projection Matrix"
private final float[] mProjectionMatrix = new float[16];
private final float[] mViewMatrix = new float[16];
private final float[] mRotationMatrix = new float[16];
private final float[] mTranslationMatrix = new float[16];

private World mWorld; // World object
private long mStartTime; // Start time

public volatile float mPlayerInputX; // Variable to receive player coordinate input
public volatile float mPlayerInputY; // Variable to receive player coordinate input
public volatile boolean mFireWeapon = false; // Variable to handle player fire commands
public volatile boolean mToggleShield = false; // Variable to handle player shield toggle
public volatile boolean mToggleLaser = false; // Variable to handle player laser toggle

@Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) { // Called once when the surface is created

GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set the background frame color
GLES20.glEnable(GLES20.GL_TEXTURE_2D); // Enable textures
mWorld = new World(this); // Initialize World object
}

@Override
public void onDrawFrame(GL10 unused) { // Called every frame
float[] scratch = new float[16]; // Container for matrix manipulations
float decimal = 1000000000.0f; // Divisor to move the decimal point for delta time

GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | // Draw background color
GLES20.GL_DEPTH_BUFFER_BIT);

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

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

float deltaTime = (System.nanoTime()-mStartTime)/decimal; // Calculate delta time
mStartTime = System.nanoTime(); // Get the time now for next frame calculations
mWorld.update(mMVPMatrix, deltaTime); // Update World
mWorld.draw(); // Draw World
}

@Override
public void onSurfaceChanged(GL10 unused, int width, int height) {

GLES20.glViewport(0,0, width, height); // Adjust the viewport based on geometry changes,


float ratio = (float) height / width; // such as screen rotation

Matrix.setIdentityM(mProjectionMatrix, 0); // Set this matrix to the identity matrix

Matrix.frustumM(mProjectionMatrix, // this projection matrix is applied to object coordinates
0,-ratio, ratio, 0, 1, 3, 7); // in the onDrawFrame() method*/

mStartTime = System.nanoTime(); // keep record of what the current time is
}

public static int loadShader(int type, String shaderCode){
int shader = GLES20.glCreateShader(type); // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
GLES20.glShaderSource(shader, shaderCode); // add the source code to the shader and
GLES20.glCompileShader(shader); // compile it
return shader;
}

public static void checkGlError(String glOperation) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
Log.e(TAG, glOperation + ": glError " + error);
throw new RuntimeException(glOperation + ": glError " + error);
}
}

}

最佳答案

Ortho 仍然是一个可行的方法,但您需要使用矩阵。因此,在您的着色器中,您将使用矩阵作为制服,然后将其与输入位置相乘。

一般来说,您根本无法更改坐标系。 openGL 使用归一化坐标,所以无论你做什么,缓冲区的中心总是有一个 0,边界从左到右,从下到上为 [-1, 1],使用 depth 时深度也是如此缓冲区。

所以正交矩阵所做的是将您的输入坐标缩放到 openGL 内部坐标系,这是甚至 ES1 所做的过程,但不同之处在于已经为您生成了矩阵,并且所有坐标都为您相乘固定管道。

关于java - Android 更改 OpenGL 坐标系,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/36759381/

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