I wanted to make 3D cube on my sceen. Unfortunately after combining some code from various sites I am still unable to make cube.
我想在我的场景上制作3D立方体。不幸的是,在结合来自不同网站的一些代码之后,我仍然无法制作多维数
Can someone take a look at my code and advice what am I doing wrong? My idea is to make each face of a cube in different color and everything centered on the screen.
有人可以看看我的代码,并建议我做错了什么?我的想法是让立方体的每个面都有不同的颜色,一切都以屏幕为中心。
import android.opengl.GLES20;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import javax.microedition.khronos.opengles.GL10;
public class Cube {
private FloatBuffer vertexBuffer; // Buffer for vertex-array
private ShortBuffer indexBuffer;
private int numFaces = 6;
private int colorHandle;
private final String vertexShaderCode =
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = uMVPMatrix * vPosition;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private int MVPMatrixHandle;
private int positionHandle;
private final int program;
static final int COORDS_PER_VERTEX = 3;
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
private float[][] colors = { // Colors of the 6 faces
{1.0f, 0.5f, 0.0f, 1.0f}, // 0. orange
{1.0f, 0.0f, 1.0f, 1.0f}, // 1. violet
{0.0f, 1.0f, 0.0f, 1.0f}, // 2. green
{0.0f, 0.0f, 1.0f, 1.0f}, // 3. blue
{1.0f, 0.0f, 0.0f, 1.0f}, // 4. red
{1.0f, 1.0f, 0.0f, 1.0f} // 5. yellow
};
private float[] vertices = { // Vertices of the 6 faces
// FRONT
-1.0f, -1.0f, 1.0f, // 0. left-bottom-front
1.0f, -1.0f, 1.0f, // 1. right-bottom-front
-1.0f, 1.0f, 1.0f, // 2. left-top-front
1.0f, 1.0f, 1.0f, // 3. right-top-front
// BACK
1.0f, -1.0f, -1.0f, // 6. right-bottom-back
-1.0f, -1.0f, -1.0f, // 4. left-bottom-back
1.0f, 1.0f, -1.0f, // 7. right-top-back
-1.0f, 1.0f, -1.0f, // 5. left-top-back
// LEFT
-1.0f, -1.0f, -1.0f, // 4. left-bottom-back
-1.0f, -1.0f, 1.0f, // 0. left-bottom-front
-1.0f, 1.0f, -1.0f, // 5. left-top-back
-1.0f, 1.0f, 1.0f, // 2. left-top-front
// RIGHT
1.0f, -1.0f, 1.0f, // 1. right-bottom-front
1.0f, -1.0f, -1.0f, // 6. right-bottom-back
1.0f, 1.0f, 1.0f, // 3. right-top-front
1.0f, 1.0f, -1.0f, // 7. right-top-back
// TOP
-1.0f, 1.0f, 1.0f, // 2. left-top-front
1.0f, 1.0f, 1.0f, // 3. right-top-front
-1.0f, 1.0f, -1.0f, // 5. left-top-back
1.0f, 1.0f, -1.0f, // 7. right-top-back
// BOTTOM
-1.0f, -1.0f, -1.0f, // 4. left-bottom-back
1.0f, -1.0f, -1.0f, // 6. right-bottom-back
-1.0f, -1.0f, 1.0f, // 0. left-bottom-front
1.0f, -1.0f, 1.0f // 1. right-bottom-front
};
short[] indeces = {
0, 1, 3, 1, 2, 3,
4, 5, 7, 5, 6, 7,
8, 9, 11, 9, 10, 11,
12, 13, 15, 13, 14, 15,
16, 17, 19, 17, 18, 19,
20, 21, 23, 21, 22, 23,
};
// Constructor - Set up the buffers
public Cube() {
// Setup vertex-array buffer. Vertices in float. An float has 4 bytes
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder()); // Use native byte order
vertexBuffer = vbb.asFloatBuffer(); // Convert from byte to float
vertexBuffer.put(vertices); // Copy data into buffer
vertexBuffer.position(0); // Rewind
indexBuffer = ByteBuffer.allocateDirect(indeces.length * 2).order(ByteOrder.nativeOrder()).asShortBuffer();
indexBuffer.put(indeces).position(0);
int vertexShader = StageRenderer.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = StageRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
program = GLES20.glCreateProgram();
GLES20.glAttachShader(program, vertexShader);
GLES20.glAttachShader(program, fragmentShader);
GLES20.glLinkProgram(program);
}
// Draw the shape
public void draw(float[] mvpMatrix) {
GLES20.glUseProgram(program);
positionHandle = GLES20.glGetAttribLocation(program, "vPosition");
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
MVPMatrixHandle = GLES20.glGetUniformLocation(program, "uMVPMatrix");
GLES20.glUniformMatrix4fv(MVPMatrixHandle, 1, false, mvpMatrix, 0);
// Render all the faces
for (int face = 0; face < numFaces; face++) {
// Set the color for each of the faces
colorHandle = GLES20.glGetUniformLocation(program, "vColor");
GLES20.glUniform4fv(colorHandle, 1, colors[face], 0);
}
GLES20.glDrawElements(GLES20.GL_TRIANGLES, 36, GLES20.GL_UNSIGNED_SHORT, indexBuffer);
GLES20.glDisableVertexAttribArray(positionHandle);
}
}
Currently I am receiving such outcome:
目前我收到了这样的结果:
2 个解决方案
#1
8
Your indices simply do not match your vertices. Let's just look at the first face. The coordinates of the first 4 vertices are:
您的索引与您的顶点不匹配。让我们看看第一张脸。前4个顶点的坐标是:
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
Drawing a sketch of this in the x/y plane, with the indices indicated:
在x / y平面上绘制一个草图,指示指示:
2---3
| |
| |
| |
0---1
The entries in the index array for the first face are:
第一个面的索引数组中的条目是:
0, 1, 3, 1, 2, 3,
Mapping that into the previous figure, these indices define the following two triangles:
将其映射到上图中,这些索引定义了以下两个三角形:
3 2---3
/| \ |
/ | \ |
/ | \|
0---1 1
As you can tell, the two triangles overlap, and do not cover the entire quad. What you need is the following:
如您所知,两个三角形重叠,并不覆盖整个四边形。您需要的是以下内容:
2---3
|\ |
| \ |
| \|
0---1
So one correct index sequence for this face is:
因此,这个面的一个正确的索引序列是:
0, 1, 2, 2, 1, 3,
The first 3 and second 3 indices now match the two triangles. Also note that both of them are enumerated in counter-clockwise direction, which becomes important if you ever enable backface culling. You will need to fix the index sequence in the same way for all other faces.
现在,前3个和后3个索引与两个三角形匹配。另请注意,它们都是逆时针方向枚举的,如果您启用背面剔除,这一点很重要。您需要以相同的方式为所有其他面修复索引序列。
There's a secondary problem in your code that will prevent the colors from working once you have the indices sorted out:
您的代码中存在一个次要问题,一旦您将索引排序后,这些问题将阻止颜色工作:
for (int face = 0; face < numFaces; face++) {
// Set the color for each of the faces
colorHandle = GLES20.glGetUniformLocation(program, "vColor");
GLES20.glUniform4fv(colorHandle, 1, colors[face], 0);
}
Since you're not drawing anything after setting each uniform value, having a loop here is not useful. At the end, the last value will be set for the color, and the other colors are not used for anything.
由于在设置每个统一值后没有绘制任何内容,因此在此处使用循环无用。最后,将为颜色设置最后一个值,其他颜色不用于任何颜色。
To get this working, you will either have to draw only one face (6 indices) at a time, inside this loop. Or you have to introduce a vertex attribute for the colors just like the one you use for the positions.
为了实现这一点,你必须在这个循环中一次只绘制一个面(6个索引)。或者您必须为颜色引入顶点属性,就像您用于位置的属性一样。
#2
0
Correct would be:
正确的是:
private float[] vertices = { // Vertices of the 6 faces
// FRONT
-1.0f, -1.0f, 1.0f, // 0. left-bottom-front
1.0f, -1.0f, 1.0f, // 1. right-bottom-front
-1.0f, 1.0f, 1.0f, // 2. left-top-front
-1.0f, 1.0f, 1.0f, // 2. left-top-front
1.0f, -1.0f, 1.0f, // 1. right-bottom-front
1.0f, 1.0f, 1.0f, // 3. right-top-front
// BACK
1.0f, -1.0f, -1.0f, // 6. right-bottom-back
1.0f, 1.0f, -1.0f, // 7. right-top-back
-1.0f, -1.0f, -1.0f, // 4. left-bottom-back
-1.0f, -1.0f, -1.0f, // 4. left-bottom-back
-1.0f, 1.0f, -1.0f, // 5. left-top-back
1.0f, 1.0f, -1.0f, // 7. right-top-back
// LEFT
-1.0f, -1.0f, -1.0f, // 4. left-bottom-back
-1.0f, -1.0f, 1.0f, // 0. left-bottom-front
-1.0f, 1.0f, 1.0f, // 2. left-top-front
-1.0f, 1.0f, 1.0f, // 2. left-top-front
-1.0f, 1.0f, -1.0f, // 5. left-top-back
-1.0f, -1.0f, -1.0f, // 4. left-bottom-back
// RIGHT
1.0f, -1.0f, 1.0f, // 1. right-bottom-front
1.0f, -1.0f, -1.0f, // 6. right-bottom-back
1.0f, 1.0f, -1.0f, // 7. right-top-back
1.0f, 1.0f, -1.0f, // 7. right-top-back
1.0f, 1.0f, 1.0f, // 3. right-top-front
1.0f, -1.0f, 1.0f, // 1. right-bottom-front
// TOP
-1.0f, 1.0f, 1.0f, // 2. left-top-front
1.0f, 1.0f, 1.0f, // 3. right-top-front
1.0f, 1.0f, -1.0f, // 7. right-top-back
1.0f, 1.0f, -1.0f, // 7. right-top-back
-1.0f, 1.0f, -1.0f, // 5. left-top-back
-1.0f, 1.0f, 1.0f, // 2. left-top-front
// BOTTOM
-1.0f, -1.0f, -1.0f, // 4. left-bottom-back
1.0f, -1.0f, -1.0f, // 6. right-bottom-back
1.0f, -1.0f, 1.0f, // 1. right-bottom-front
1.0f, -1.0f, 1.0f, // 1. right-bottom-front
-1.0f, -1.0f, 1.0f, // 0. left-bottom-front
-1.0f, -1.0f, -1.0f // 4. left-bottom-back
};
#1
8
Your indices simply do not match your vertices. Let's just look at the first face. The coordinates of the first 4 vertices are:
您的索引与您的顶点不匹配。让我们看看第一张脸。前4个顶点的坐标是:
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
Drawing a sketch of this in the x/y plane, with the indices indicated:
在x / y平面上绘制一个草图,指示指示:
2---3
| |
| |
| |
0---1
The entries in the index array for the first face are:
第一个面的索引数组中的条目是:
0, 1, 3, 1, 2, 3,
Mapping that into the previous figure, these indices define the following two triangles:
将其映射到上图中,这些索引定义了以下两个三角形:
3 2---3
/| \ |
/ | \ |
/ | \|
0---1 1
As you can tell, the two triangles overlap, and do not cover the entire quad. What you need is the following:
如您所知,两个三角形重叠,并不覆盖整个四边形。您需要的是以下内容:
2---3
|\ |
| \ |
| \|
0---1
So one correct index sequence for this face is:
因此,这个面的一个正确的索引序列是:
0, 1, 2, 2, 1, 3,
The first 3 and second 3 indices now match the two triangles. Also note that both of them are enumerated in counter-clockwise direction, which becomes important if you ever enable backface culling. You will need to fix the index sequence in the same way for all other faces.
现在,前3个和后3个索引与两个三角形匹配。另请注意,它们都是逆时针方向枚举的,如果您启用背面剔除,这一点很重要。您需要以相同的方式为所有其他面修复索引序列。
There's a secondary problem in your code that will prevent the colors from working once you have the indices sorted out:
您的代码中存在一个次要问题,一旦您将索引排序后,这些问题将阻止颜色工作:
for (int face = 0; face < numFaces; face++) {
// Set the color for each of the faces
colorHandle = GLES20.glGetUniformLocation(program, "vColor");
GLES20.glUniform4fv(colorHandle, 1, colors[face], 0);
}
Since you're not drawing anything after setting each uniform value, having a loop here is not useful. At the end, the last value will be set for the color, and the other colors are not used for anything.
由于在设置每个统一值后没有绘制任何内容,因此在此处使用循环无用。最后,将为颜色设置最后一个值,其他颜色不用于任何颜色。
To get this working, you will either have to draw only one face (6 indices) at a time, inside this loop. Or you have to introduce a vertex attribute for the colors just like the one you use for the positions.
为了实现这一点,你必须在这个循环中一次只绘制一个面(6个索引)。或者您必须为颜色引入顶点属性,就像您用于位置的属性一样。
#2
0
Correct would be:
正确的是:
private float[] vertices = { // Vertices of the 6 faces
// FRONT
-1.0f, -1.0f, 1.0f, // 0. left-bottom-front
1.0f, -1.0f, 1.0f, // 1. right-bottom-front
-1.0f, 1.0f, 1.0f, // 2. left-top-front
-1.0f, 1.0f, 1.0f, // 2. left-top-front
1.0f, -1.0f, 1.0f, // 1. right-bottom-front
1.0f, 1.0f, 1.0f, // 3. right-top-front
// BACK
1.0f, -1.0f, -1.0f, // 6. right-bottom-back
1.0f, 1.0f, -1.0f, // 7. right-top-back
-1.0f, -1.0f, -1.0f, // 4. left-bottom-back
-1.0f, -1.0f, -1.0f, // 4. left-bottom-back
-1.0f, 1.0f, -1.0f, // 5. left-top-back
1.0f, 1.0f, -1.0f, // 7. right-top-back
// LEFT
-1.0f, -1.0f, -1.0f, // 4. left-bottom-back
-1.0f, -1.0f, 1.0f, // 0. left-bottom-front
-1.0f, 1.0f, 1.0f, // 2. left-top-front
-1.0f, 1.0f, 1.0f, // 2. left-top-front
-1.0f, 1.0f, -1.0f, // 5. left-top-back
-1.0f, -1.0f, -1.0f, // 4. left-bottom-back
// RIGHT
1.0f, -1.0f, 1.0f, // 1. right-bottom-front
1.0f, -1.0f, -1.0f, // 6. right-bottom-back
1.0f, 1.0f, -1.0f, // 7. right-top-back
1.0f, 1.0f, -1.0f, // 7. right-top-back
1.0f, 1.0f, 1.0f, // 3. right-top-front
1.0f, -1.0f, 1.0f, // 1. right-bottom-front
// TOP
-1.0f, 1.0f, 1.0f, // 2. left-top-front
1.0f, 1.0f, 1.0f, // 3. right-top-front
1.0f, 1.0f, -1.0f, // 7. right-top-back
1.0f, 1.0f, -1.0f, // 7. right-top-back
-1.0f, 1.0f, -1.0f, // 5. left-top-back
-1.0f, 1.0f, 1.0f, // 2. left-top-front
// BOTTOM
-1.0f, -1.0f, -1.0f, // 4. left-bottom-back
1.0f, -1.0f, -1.0f, // 6. right-bottom-back
1.0f, -1.0f, 1.0f, // 1. right-bottom-front
1.0f, -1.0f, 1.0f, // 1. right-bottom-front
-1.0f, -1.0f, 1.0f, // 0. left-bottom-front
-1.0f, -1.0f, -1.0f // 4. left-bottom-back
};