I've been struggling to draw a 2D image from jpg/png files using openGL ES 2.0 for Android. Everywhere I look the tutorials are for texturing 3D images so its been rough figuring out how to draw a regular 2D Sprite. I got a square to draw and rotate but once it came to texturing I must have messed up somewhere because I keep getting an error saying DrawElements isn't bound to any data but if I comment out any code to do with texturing it works fine.
我一直在努力从jpg/png文件中使用openGL ES 2.0为Android绘制2D图像。在我看来,所有的教程都是为了给3D图像贴图,所以它一直在琢磨如何绘制一个普通的2D精灵。我有一个正方形来画和旋转,但是一旦它变成了纹理,我一定会把它弄乱,因为我一直有一个错误,说DrawElements没有绑定到任何数据,但是如果我注释掉任何与纹理贴图相关的代码就可以了。
Any help would be greatly appreciated.
非常感谢您的帮助。
Here is my Code for my Sprite class and Renderer Class:
下面是我的Sprite类和Renderer类的代码:
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 =
//Test
"attribute vec2 a_TexCoordinate;" +
"varying vec2 v_TexCoordinate;" +
//End Test
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = vPosition * uMVPMatrix;" +
//Test
"v_TexCoordinate = a_TexCoordinate" +
//End Test
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
//Test
"uniform sampler2D u_Texture;" +
"varying vec2 v_TexCoordinate;" +
//End Test
"void main() {" +
//"gl_FragColor = vColor;" +
"gl_FragColor = (v_Color * 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 =
{
//Front face
/*0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f*/
-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 = MyGL20Renderer.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = MyGL20Renderer.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.brick);
}
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];
}
}
My Renderer Class:
我的渲染器类:
public class MyGL20Renderer implements GLSurfaceView.Renderer
{
private final Context mActivityContext;
//Matrix Initializations
private final float[] mMVPMatrix = new float[16];
private final float[] mProjMatrix = new float[16];
private final float[] mVMatrix = new float[16];
private float[] mRotationMatrix = new float[16];
//Declare as volatile because we are updating it from another thread
public volatile float mAngle;
//private Triangle triangle;
private Sprite sprite;
public MyGL20Renderer(final Context activityContext)
{
mActivityContext = activityContext;
}
public void onSurfaceCreated(GL10 unused, EGLConfig config)
{
//Set the background frame color
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
//Initialize Shapes
//triangle = new Triangle();
sprite = new Sprite(mActivityContext);
}
public void onDrawFrame(GL10 unused)
{
//Redraw 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);
//Create a rotation transformation for the triangle
Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
//Combine the rotation matrix with the projection and camera view
Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0);
//Draw Shape
//triangle.Draw(mMVPMatrix);
sprite.Draw(mMVPMatrix);
}
public void onSurfaceChanged(GL10 unused, int width, int height)
{
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 static int loadShader(int type, String shaderCode)
{
//Create a Vertex Shader Type Or a Fragment Shader Type (GLES20.GL_VERTEX_SHADER OR GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);
//Add The Source Code and Compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
}
5 个解决方案
#1
20
"v_TexCoordinate = a_TexCoordinate" +
“v_TexCoordinate = a_TexCoordinate”+
should have been
应该是
"v_TexCoordinate = a_TexCoordinate;" +
“v_TexCoordinate = a_TexCoordinate;”+
Apparently I forgot a semi-colon, now I realize just how much I rely on my IDE's to tell me when I mess up stupid things haha.
显然我忘记了分号,现在我意识到我是多么依赖我的IDE告诉我什么时候我把愚蠢的事情搞砸了哈哈。
#2
9
There is a mistake with variable vColor naming (or using) in fragmentShaderCode. Here your variable has name vColor:
在fragmentShaderCode中有一个变量vColor命名(或使用)的错误。这里你的变量的名字是vColor:
uniform vec4 vColor;
and in this line it has name v_Color
在这一行中,它的名字是v_Color。
gl_FragColor = (v_Color * texture2D(u_Texture, v_TexCoordinate));
#3
1
Try with following Texture coordinates:
尝试以下纹理坐标:
final float[] cubeTextureCoordinateData = {
0.5,-0.5, 0.5,0.5, -0.5,0.5, -0.5,-0.5 };
最终浮点[]cubeTextureCoordinateData = {0.5,-0.5, 0.5,0.5, -0.5,0.5, -0.5,-0.5};
Its working. Thank you very much.
它的工作。非常感谢。
#4
1
I would also change this in the shader
我也会在着色器中改变这个。
gl_Position = vPosition * uMVPMatrix;
to this
这个
gl_Position = uMVPMatrix * vPosition;
it will make a difference when trying to translate the position of the image.
当试图翻译图像的位置时,它会产生不同的效果。
#5
0
The solution could be as simple as Enabling mTextureCoord... before assigning the VertexAttribPointer;
解决方案可以像启用mTextureCoord一样简单……在分配VertexAttribPointer之前;
#1
20
"v_TexCoordinate = a_TexCoordinate" +
“v_TexCoordinate = a_TexCoordinate”+
should have been
应该是
"v_TexCoordinate = a_TexCoordinate;" +
“v_TexCoordinate = a_TexCoordinate;”+
Apparently I forgot a semi-colon, now I realize just how much I rely on my IDE's to tell me when I mess up stupid things haha.
显然我忘记了分号,现在我意识到我是多么依赖我的IDE告诉我什么时候我把愚蠢的事情搞砸了哈哈。
#2
9
There is a mistake with variable vColor naming (or using) in fragmentShaderCode. Here your variable has name vColor:
在fragmentShaderCode中有一个变量vColor命名(或使用)的错误。这里你的变量的名字是vColor:
uniform vec4 vColor;
and in this line it has name v_Color
在这一行中,它的名字是v_Color。
gl_FragColor = (v_Color * texture2D(u_Texture, v_TexCoordinate));
#3
1
Try with following Texture coordinates:
尝试以下纹理坐标:
final float[] cubeTextureCoordinateData = {
0.5,-0.5, 0.5,0.5, -0.5,0.5, -0.5,-0.5 };
最终浮点[]cubeTextureCoordinateData = {0.5,-0.5, 0.5,0.5, -0.5,0.5, -0.5,-0.5};
Its working. Thank you very much.
它的工作。非常感谢。
#4
1
I would also change this in the shader
我也会在着色器中改变这个。
gl_Position = vPosition * uMVPMatrix;
to this
这个
gl_Position = uMVPMatrix * vPosition;
it will make a difference when trying to translate the position of the image.
当试图翻译图像的位置时,它会产生不同的效果。
#5
0
The solution could be as simple as Enabling mTextureCoord... before assigning the VertexAttribPointer;
解决方案可以像启用mTextureCoord一样简单……在分配VertexAttribPointer之前;