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java - OpenGL ES 2.0 2D-图像显示

转载 作者:行者123 更新时间:2023-12-01 11:42:59 25 4
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我已关注official OpenGL ES tutorial创建一个工作 OpenGL 环境。除了显示 2D 图像之外,我已经能够做任何我想做的事情。为此,我完成了this教程并提出以下内容:

这是我的 Sprite 类:

public class Sprite
{
//Reference to Activity Context
private final Context mActivityContext;

//Added for Textures
private final FloatBuffer mCubeTextureCoordinates;
private int mTextureUniformHandle;
private int mTextureCoordinateHandle;
private final int mTextureCoordinateDataSize = 2;
private int mTextureDataHandle;

private final String vertexShaderCode =
"attribute vec2 a_TexCoordinate;" +
"varying vec2 v_TexCoordinate;" +
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = vPosition * uMVPMatrix;" +
"v_TexCoordinate = a_TexCoordinate" +
"}";

private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"uniform sampler2D u_Texture;" +
"varying vec2 v_TexCoordinate;" +
"void main() {" +
"gl_FragColor = (vColor * texture2D(u_Texture, v_TexCoordinate));" +
"}";

private final int shaderProgram;
private final FloatBuffer vertexBuffer;
private final ShortBuffer drawListBuffer;
private int mPositionHandle;
private int mColorHandle;
private int mMVPMatrixHandle;

// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 2;
static float spriteCoords[] = { -0.5f, 0.5f, // top left
-0.5f, -0.5f, // bottom left
0.5f, -0.5f, // bottom right
0.5f, 0.5f }; //top right

private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; //Order to draw vertices
private final int vertexStride = COORDS_PER_VERTEX * 4; //Bytes per vertex

// Set color with red, green, blue and alpha (opacity) values
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };

public Sprite(final Context activityContext)
{
mActivityContext = activityContext;

//Initialize Vertex Byte Buffer for Shape Coordinates / # of coordinate values * 4 bytes per float
ByteBuffer bb = ByteBuffer.allocateDirect(spriteCoords.length * 4);
//Use the Device's Native Byte Order
bb.order(ByteOrder.nativeOrder());
//Create a floating point buffer from the ByteBuffer
vertexBuffer = bb.asFloatBuffer();
//Add the coordinates to the FloatBuffer
vertexBuffer.put(spriteCoords);
//Set the Buffer to Read the first coordinate
vertexBuffer.position(0);

// S, T (or X, Y)
// Texture coordinate data.
// Because images have a Y axis pointing downward (values increase as you move down the image) while
// OpenGL has a Y axis pointing upward, we adjust for that here by flipping the Y axis.
// What's more is that the texture coordinates are the same for every face.
final float[] cubeTextureCoordinateData =
{
-0.5f, 0.5f,
-0.5f, -0.5f,
0.5f, -0.5f,
0.5f, 0.5f
};

mCubeTextureCoordinates = ByteBuffer.allocateDirect(cubeTextureCoordinateData.length * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
mCubeTextureCoordinates.put(cubeTextureCoordinateData).position(0);

//Initialize byte buffer for the draw list
ByteBuffer dlb = ByteBuffer.allocateDirect(spriteCoords.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);

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

shaderProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(shaderProgram, vertexShader);
GLES20.glAttachShader(shaderProgram, fragmentShader);

//Texture Code
GLES20.glBindAttribLocation(shaderProgram, 0, "a_TexCoordinate");

GLES20.glLinkProgram(shaderProgram);

//Load the texture
mTextureDataHandle = loadTexture(mActivityContext, R.drawable.ic_launcher);
}

public void draw(float[] mvpMatrix)
{
//Add program to OpenGL ES Environment
GLES20.glUseProgram(shaderProgram);

//Get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(shaderProgram, "vPosition");

//Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);

//Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);

//Get Handle to Fragment Shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(shaderProgram, "vColor");

//Set the Color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);

//Set Texture Handles and bind Texture
mTextureUniformHandle = GLES20.glGetAttribLocation(shaderProgram, "u_Texture");
mTextureCoordinateHandle = GLES20.glGetAttribLocation(shaderProgram, "a_TexCoordinate");

//Set the active texture unit to texture unit 0.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);

//Bind the texture to this unit.
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle);

//Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 0.
GLES20.glUniform1i(mTextureUniformHandle, 0);

//Pass in the texture coordinate information
mCubeTextureCoordinates.position(0);
GLES20.glVertexAttribPointer(mTextureCoordinateHandle, mTextureCoordinateDataSize, GLES20.GL_FLOAT, false, 0, mCubeTextureCoordinates);
GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);

//Get Handle to Shape's Transformation Matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(shaderProgram, "uMVPMatrix");

//Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);

//Draw the triangle
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);

//Disable Vertex Array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}

public static int loadTexture(final Context context, final int resourceId)
{
final int[] textureHandle = new int[1];

GLES20.glGenTextures(1, textureHandle, 0);

if (textureHandle[0] != 0)
{
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false; // No pre-scaling

// Read in the resource
final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);

// Bind to the texture in OpenGL
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);

// Set filtering
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);

// Load the bitmap into the bound texture.
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);

// Recycle the bitmap, since its data has been loaded into OpenGL.
bitmap.recycle();
}

if (textureHandle[0] == 0)
{
throw new RuntimeException("Error loading texture.");
}

return textureHandle[0];
}
}

这是 MyGLRenderer.java:

public class MyGLRenderer implements GLSurfaceView.Renderer {

private static final String TAG = "MyGLRenderer";
private Context context;

private Sprite sprite;

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

public MyGLRenderer(Context ctx) {
this.context = ctx;
}

@Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {

// Set the background frame color
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

sprite = new Sprite(context);
}


@Override
public void onDrawFrame(GL10 unused) {
sprite.draw(mMVPMatrix);
}

@Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
// Adjust the viewport based on geometry changes,
// such as screen rotation
GLES20.glViewport(0, 0, width, height);

float ratio = (float) width / height;

// this projection matrix is applied to object coordinates
// in the onDrawFrame() method
Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, -1, 1, 2, 7);

}

public static 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;
}

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);
}
}




//NEW
public static int loadTexture(final Context context, final int resourceId)
{
final int[] textureHandle = new int[1];

GLES20.glGenTextures(1, textureHandle, 0);

if (textureHandle[0] != 0)
{
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false; // No pre-scaling

// Read in the resource
final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);

// Bind to the texture in OpenGL
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);

// Set filtering
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);

// Load the bitmap into the bound texture.
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);

// Recycle the bitmap, since its data has been loaded into OpenGL.
bitmap.recycle();
}

if (textureHandle[0] == 0)
{
throw new RuntimeException("Error loading texture.");
}

return textureHandle[0];
}

}

我遇到的问题是应用程序崩溃了

java.lang.RuntimeException: glGetUniformLocation: glError 1282

在它打开之前。感谢您提前提供的任何帮助!

编辑:我不知道这是否有帮助,但是当我在 AVD 中启动应用程序时,出现以下错误:

../../sdk/emulator/opengl//host/libs/Translator/GLES_V2//GLESv2Imp.cpp:glGetAttribLocation:857 error 0x502
../../sdk/emulator/opengl//host/libs/Translator/GLES_V2//GLESv2Imp.cpp:glGetUniformLocation:1442 error 0x502
../../sdk/emulator/opengl//host/libs/Translator/GLES_V2//GLESv2Imp.cpp:glGetUniformLocation:1442 error 0x502
../../sdk/emulator/opengl//host/libs/Translator/GLES_V2//GLESv2Imp.cpp:glGetAttribLocation:857 error 0x502
../../sdk/emulator/opengl//host/libs/Translator/GLES_V2//GLESv2Imp.cpp:glGetUniformLocation:1442 error 0x502

最佳答案

由于缺少 OpenGL 编译器,我忘记了分号。所以这个

"v_TexCoordinate = a_TexCoordinate" +

应该是这样的:

"v_TexCoordinate = a_TexCoordinate;" +

阿尔珀·西纳尔 (Alper Cinar) 的回答也是正确的。

关于java - OpenGL ES 2.0 2D-图像显示,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/29370428/

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