我试图在 Android OpenGL ES 2.0 示例中显示一个简单的三角形。但什么也没有出现,我只是不明白为什么 :),我没有收到任何错误或任何东西,只是蓝屏(那是我的清晰颜色)。也许将我的模型放在外面的投影矩阵有问题?
package dk.madslee.modelviewer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.app.Activity;
import android.app.ActivityManager;
import android.content.Context;
import android.content.pm.ConfigurationInfo;
import android.content.res.Resources;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.os.Bundle;
import android.util.Log;
// http://developer.android.com/resources/samples/ApiDemos/src/com/example/android/apis/graphics/GLES20TriangleRenderer.html
public class MainActivity extends Activity
{
@Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
final Resources resources = getResources();
GLSurfaceView surfaceView = new GLSurfaceView(this);
surfaceView.setEGLContextClientVersion(2); // enable OpenGL 2.0
Log.e("opengl", Boolean.toString(detectOpenGLES20()));
surfaceView.setRenderer(new GLSurfaceView.Renderer()
{
public static final int FLOAT_BYTE_LENGTH = 4;
private int mProgram;
private int mVertexPositionAttributeLocation;
private int mMVMatrixUniformLocation;
private int mPMatrixUniformLocation;
private float[] mMVMatrix = new float[16];
private float[] mPMatrix = new float[16];
private float[] mVertices = {
1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
};
private FloatBuffer mVertexBuffer;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
mVertexBuffer = ByteBuffer.allocateDirect(mVertices.length * FLOAT_BYTE_LENGTH).order(ByteOrder.nativeOrder()).asFloatBuffer();
mVertexBuffer.put(mVertices);
mVertexBuffer.position(0);
mProgram = createProgram();
mVertexPositionAttributeLocation = GLES20.glGetAttribLocation(mProgram, "aVertexPosition");
mMVMatrixUniformLocation = GLES20.glGetUniformLocation(mProgram, "uMVMatrix");
mPMatrixUniformLocation = GLES20.glGetUniformLocation(mProgram, "mPMatrix");
checkGlError("glGetUniformLocation");
Matrix.setLookAtM(mMVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height)
{
GLES20.glViewport(0, 0, width, height);
Matrix.frustumM(mPMatrix, 0, -1, 1, -1, 1, 3, 7); // [UPDATED but didnt solve the problem]
}
@Override
public void onDrawFrame(GL10 gl)
{
GLES20.glClearColor(0, 0, 1.0f, 1.0f);
GLES20.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
GLES20.glUseProgram(mProgram);
checkGlError("glUseProgram");
mVertexBuffer.position(0);
GLES20.glVertexAttribPointer(mVertexPositionAttributeLocation, 3, GLES20.GL_FLOAT, false, 3 * FLOAT_BYTE_LENGTH, mVertexBuffer);
checkGlError("glVertexAttribPointer");
GLES20.glEnableVertexAttribArray(mVertexPositionAttributeLocation);
checkGlError("glEnableVertexAttribArray");
GLES20.glUniformMatrix4fv(mMVMatrixUniformLocation, 1, false, mMVMatrix, 0);
GLES20.glUniformMatrix4fv(mPMatrixUniformLocation, 1, false, mPMatrix, 0);
checkGlError("glUniform4fv");
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
checkGlError("glDrawArrays");
}
private int createProgram()
{
int program = GLES20.glCreateProgram();
int vertexShader = getShader(GLES20.GL_VERTEX_SHADER, R.string.vertex_shader);
int fragmentShader = getShader(GLES20.GL_FRAGMENT_SHADER, R.string.fragment_shader);
GLES20.glAttachShader(program, vertexShader);
GLES20.glAttachShader(program, fragmentShader);
GLES20.glLinkProgram(program);
GLES20.glUseProgram(program);
return program;
}
private int getShader(int type, int source)
{
int shader = GLES20.glCreateShader(type);
String shaderSource = resources.getString(source);
GLES20.glShaderSource(shader, shaderSource);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0)
{
Log.e("opengl", "Could not compile shader");
Log.e("opengl", GLES20.glGetShaderInfoLog(shader));
Log.e("opengl", shaderSource);
}
return shader;
}
private void checkGlError(String op) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
Log.e("opengl", op + ": glError " + error);
throw new RuntimeException(op + ": glError " + error);
}
}
});
setContentView(surfaceView);
}
private boolean detectOpenGLES20() {
ActivityManager am = (ActivityManager) getSystemService(Context.ACTIVITY_SERVICE);
ConfigurationInfo info = am.getDeviceConfigurationInfo();
return (info.reqGlEsVersion >= 0x20000);
}
}
我的着色器看起来像这样
顶点
attribute vec3 aVertexPosition;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
void main() {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
}
fragment
precision highp float;
void main() {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
最佳答案
确保禁用背面剔除(通过 glDisable(GL_CULL_FACE)
),因为此时您正在查看几何体的背面,或者尝试在看着。它实际上应该默认禁用,但我不确定。
否则它可能是您的投影矩阵。请记住,截锥体的参数采用通用(3d 世界)单位,不一定以像素为单位,因此如果您不想要世界,则不应采用与输入 glViewport
相同的值单位来表示像素。所以目前你的图像平面是 (2*width)x(2*height) 并且你的三角形只占据一个像素(实际上甚至更少,由于透视失真)。尝试像 Matrix.frustumM(mPMatrix, 0, -1, 1, -1, 1, 3, 7)
或使用等同于 gluPerspective
的东西,你可以把在所需的视角和窗口的纵横比中,这比直接截锥体参数自然得多。
编辑: 刚发现问题。在 glGetUniformLocation
中,您编写了 mPMatrix
而不是 uPMatrix
,因此您永远无法获得投影矩阵的有效统一位置。奇怪的是 GL 没有对此抛出错误。
关于安卓 OpenGL ES 2.0,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/6508337/