我在下面使用着色器代码,OpenGL es 2.0。
final String vertexShader =
"uniform mat4 u_MVPMatrix; \n"
+ "attribute vec4 a_Position; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = u_MVPMatrix \n"
+ " * a_Position; \n"
+ " gl_PointSize = 10.0; \n"
+ "} \n";
final String fragmentShader =
"precision mediump float; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = vec4(1.0, \n"
+ " 1.0, 1.0, 1.0); \n"
+ "} \n";
@Override
public void onSurfaceChanged(GL10 glUnused, int width, int height)
{
// Set the OpenGL viewport to the same size as the surface.
GLES20.glViewport(0, 0, width, height);
// Create a new perspective projection matrix. The height will stay the same
// while the width will vary as per aspect ratio.
final float ratio = (float) width / height;
final float left = -ratio;
final float right = ratio;
final float bottom = -1.0f;
final float top = 1.0f;
final float near = 1.0f;
final float far = 10.0f;
Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
}
onDrawFrame 函数:
@Override
public void onDrawFrame(GL10 glUnused)
{
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
Matrix.setIdentityM(mModelMatrix, 0);
//Push to the distance - note this will have no effect on a point size
Matrix.translateM(mModelMatrix, 0, 0.0f, 0.0f, -5.0f);
Matrix.multiplyMV(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
Matrix.multiplyMV(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
//Send the vertex
GLES20.glVertexAttribPointer(mPositionHandle, 3, GLES20.GL_FLOAT, false, 0, vertexBuf);
GLES20.glEnableVertexAttribArray(mPositionHandle);
//Draw the point
GLES20.glDrawArrays(GLES20.GL_POINTS, 0, 1);
}
这是我在android studio中使用的代码,只是不起作用,只有背景。 我已经设置了 gl_PointSize,没有错误,似乎一切正常。 我应该如何调试它?
完整代码在这里link
最佳答案
好吧,我使用了 link 中的代码,'multiplyMV' 应该是 'multiplyMM',然后它工作。 'multiplyMV' 使结果成为 4 元素列向量,因此其他 3 列为 0。
关于android - 无法在 Android OpenGL ES 2.0 中绘制点,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/39178635/