我有一个实现 GLSurfaceView.Renderer 接口(interface)的渲染器; GLSurfaceView 的一个子类和一些代表我要绘制的对象的类。我有来自 http://developer.android.com/training/graphics/opengl/motion.html 的代码 我想扩展它并添加一些沿轴移动但无法管理它。对象仅旋转。 这是我的代码:
public class NotMyCoolRenderer implements GLSurfaceView.Renderer {
public GLShip mTriangle;
private GLBackgroundStar mSquare;
private final float[] mMVPMatrix = new float[16];
private final float[] mProjMatrix = new float[16];
private final float[] mVMatrix = new float[16];
private final float[] mModelMatrix = new float[16];
private final float[] tempMatrix = new float[16];
public void onDrawFrame(GL10 unused) {
// Draw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Set the camera position (View matrix)
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
// Draw square
mSquare.draw(mMVPMatrix);
// Now moving on to triangle aka ship
Matrix.setIdentityM(mModelMatrix, 0);
Matrix.translateM(mModelMatrix, 0, 0.1f, 0f, 0);
Matrix.rotateM(mModelMatrix, 0, mTriangle.mAngle, 0, 0, -1.0f);
Matrix.multiplyMM(tempMatrix, 0, mVMatrix, 0, mProjMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mModelMatrix , 0, tempMatrix , 0);
// Draw triangle
mTriangle.draw(mMVPMatrix);
}
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(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
public class GLShip {
public volatile float mAngle;
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;" +
"attribute vec4 vPosition;" +
"void main() {" +
// the matrix must be included as a modifier of gl_Position
" gl_Position = uMVPMatrix * vPosition;" +
"}";
public void draw(float[] mvpMatrix) {
// Add program to OpenGL environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "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(mProgram, "vColor");
// Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
NotMyCoolRenderer.checkGlError("glGetUniformLocation");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
NotMyCoolRenderer.checkGlError("glUniformMatrix4fv");
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}
我的期望是,在每次重绘时,对象都会旋转 mAngle,并沿 Y 轴平移 1f。不过,我只能看到旋转(也有点投影)。 我实际上对此有一些疑问: 我如何应用我的翻译矩阵和 划分 opengl 功能的最佳做法是什么? modelMatrix 不应该存储在对象本身而不是渲染器中吗?矩阵运算应该在渲染器类中执行吗? 我将它们归为一组,因为我猜它们都是相关的。
最佳答案
我一直在使用 Android 培训中的示例,以下方法最终对我有用。 (基于 Android Training > Displaying Graphics with OpenGL ES > Adding Motion )
使用正确的顶点着色器:
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;" + "attribute vec4 vPosition;" + "void main() {" + // the matrix must be included as a modifier of gl_Position " gl_Position = uMVPMatrix * vPosition;" + "}";
在渲染器类中:
public class MyGL20Renderer implements GLSurfaceView.Renderer { [...] // create a model matrix for the triangle private final float[] mModelMatrix = new float[16]; // create a temporary matrix for calculation purposes, // to avoid the same matrix on the right and left side of multiplyMM later // see https://stackoverflow.com/questions/13480043/opengl-es-android-matrix-transformations#comment18443759_13480364 private float[] mTempMatrix = new float[16]; [...]
在 onDrawFrame 中应用转换,从翻译开始:
public void onDrawFrame(GL10 unused) { [...] Matrix.setIdentityM(mModelMatrix, 0); // initialize to identity matrix Matrix.translateM(mModelMatrix, 0, -0.5f, 0, 0); // translation to the left
然后旋转:
// Create a rotation transformation for the triangle long time = SystemClock.uptimeMillis() % 4000L; float mAngle = 0.090f * ((int) time); Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
结合旋转和平移,避免使用mModelMatrix
"as the same matrix on the right and left side of multiplyMM" (see 2)
// Combine Rotation and Translation matrices mTempMatrix = mModelMatrix.clone(); Matrix.multiplyMM(mModelMatrix, 0, mTempMatrix, 0, mRotationMatrix, 0);
将模型矩阵与投影和相机 View 相结合; 再次避免使用mModelMatrix
"as the same matrix on the right and left side of multiplyMM" (see 2)
// Combine the model matrix with the projection and camera view mTempMatrix = mMVPMatrix.clone(); Matrix.multiplyMM(mMVPMatrix, 0, mTempMatrix, 0, mModelMatrix, 0);
画出形状
// Draw shape mTriangle.draw(mMVPMatrix);
谢谢大家,我可以从这个线程中获得所有有用的输入。
关于android - OpenGL ES Android 矩阵转换,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/13480043/