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java - Android openGL渲染器返回空指针异常

转载 作者:行者123 更新时间:2023-12-01 14:48:20 24 4
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我正在创建一个使用 GL10 的应用程序,它由三个类组成,

A 类扩展了 Activity。B 类实现渲染器。C 类扩展了 Activity。

C 类包含 3D 立方体的数据,B 类是渲染器,A 类显示它。

为了显示它,我在 A 类中使用以下方法,

GLCubeRenderer ourSurface = new GLCubeRenderer();

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



GLSurfaceView glSurfaceView =
(GLSurfaceView) findViewById(R.id.ourCube);
glSurfaceView.setRenderer(ourSurface);
setContentView(R.layout.cubelayout);

}

XML 是:

<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical" >

<com.mastermind.GLCubeRenderer
android:id="@+id/ourCube"
android:layout_width="match_parent"
android:layout_height="match_parent"
/>


</RelativeLayout>

问题在于类 A 的 Java 代码中的行“glSurfaceView.setRenderer(ourSurface);”返回空指针异常。

B 类(渲染器)代码:

  private GLCube cube = new GLCube();
static Context context;
public static float xAngle;

public static float yAngle;

final float[] ambient = { 0.1f, 1, 1, 1 };
final float[] position = { 45, 20, 0, 1 };
final float[] direction = { 0, -1, 0 };

public GLCubeRenderer() {
cube = new GLCube();



}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// TODO Auto-generated method stub
gl.glDisable(GL10.GL_DITHER);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
gl.glEnable(GL10.GL_LIGHT1);
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, ambient, 0);
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, position, 0);
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_SPOT_DIRECTION, direction, 0);
gl.glLightf(GL10.GL_LIGHT1, GL10.GL_SPOT_CUTOFF, 30.0f);
gl.glClearColor(.0f, 0, .0f, 0);
gl.glClearDepthf(1f);


}

@Override
public void onDrawFrame(GL10 gl) {
// TODO Auto-generated method stub
gl.glDisable(GL10.GL_DITHER);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
GLU.gluLookAt(gl, 0, 0, -5, 0, 0, 0, 0, 2, 0);

gl.glRotatef(xAngle, 0, xAngle, 0);
// gl.glRotatef(yAngle, yAngle, 0, yAngle);

gl.glActiveTexture(GL10.GL_TEXTURE0);
gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_MODULATE);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);

cube.draw(gl);
}



@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// TODO Auto-generated method stub
gl.glViewport(0, 0, width, height);
float ratio = (float) width / height;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1f, 1, 25);

}

以及 C 类代码:

private float vertices[] = {
1, 1, -1, // p0-top front right
1, -1, -1, // p1-bottom front right
-1, -1, -1, // p2-bottom front left
-1, 1, -1, // p3-front top left
1, 1, 1, // p4-top back right
1, -1, 1, // p5-bottom back right
-1, -1, 1, // p6-bottom back left
-1, 1, 1 // p7-front back left

};

// Buffer for our vertices
private FloatBuffer vertBuff;

// Index for our points e.g. p0 = 0f, 1f, in vert Index
private short[] pIndex = {
3, 4, 0,
0, 4, 1,
3, 0, 1,
3, 7, 4,
7, 6, 4,
7, 3, 6,
3, 1, 2,
1, 6, 2,
6, 3, 2,
1, 4, 5,
5, 6, 1,
6, 5, 4
};

// Buffer for points index
private ShortBuffer pBuff;

// Triangle constructor
public GLCube() {

// Construction of vertices
// byte buffer for vertices
ByteBuffer bBuff = ByteBuffer.allocateDirect(vertices.length * 4);
bBuff.order(ByteOrder.nativeOrder());
vertBuff = bBuff.asFloatBuffer();
vertBuff.put(vertices);
vertBuff.position(0);

// Construction of points
// point byte buffer
ByteBuffer pointByteBuff = ByteBuffer.allocateDirect(pIndex.length * 2);
pointByteBuff.order(ByteOrder.nativeOrder());
pBuff = pointByteBuff.asShortBuffer();
pBuff.put(pIndex);
pBuff.position(0);
}



public void draw(GL10 gl) {

gl.glFrontFace(GL10.GL_CW);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glCullFace(GL10.GL_BACK);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff);
gl.glDrawElements(GL10.GL_TRIANGLES, pIndex.length, GL10.GL_UNSIGNED_SHORT, pBuff);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisable(GL10.GL_CULL_FACE);
}

请原谅问题的长度,但是有人有解决方案吗?

最佳答案

我不明白,您在 XML 中将 ourCube 定义为 GLCubeRenderer,它与 ourSurface 是同一类。

GLSurfaceView glSurfaceView =
(GLSurfaceView) findViewById(R.id.ourCube);

<com.mastermind.GLCubeRenderer
android:id="@+id/ourCube"
android:layout_width="match_parent"
android:layout_height="match_parent"
/>

然后,当获得 ourCube 的引用时,您将其转换到 GLSurfaceView。

GLCubeRenderer 是否扩展了 GLSurfaceView?在这种情况下,您是否尝试将此 SurfaceView 的 Renderer 设置为同一类的实例?

我认为你可能在这里混淆了类(class)。

关于java - Android openGL渲染器返回空指针异常,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/15158627/

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