Android OpenGL ES 2.0

Mad*_*sen 3 android opengl-es

我试图在Android OpenGL ES 2.0示例中显示一个简单的三角形.但没有出现,我只是不明白为什么:),我没有错误或任何东西,只是一个蓝色的屏幕(这是我的清晰的颜色).也许将我的模型放在外面的投影矩阵有问题吗?

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);
    }
}
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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);
        }
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分段

precision highp float; 
        void main() {
          gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
        }
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Chr*_*ica 5

确保禁用背面剔除(通过glDisable(GL_CULL_FACE)),就像在查看几何体的背面时一样,或者在查看时尝试使用5而不是-5.它实际上应该默认禁用,但我不确定.

否则它可能是你的投影矩阵.请记住,截头体的参数是通用的(3d世界)单位,不一定是像素,因此glViewport如果您不希望世界单位表示像素,则不应采用相同的值.所以目前你的图像平面是(2*宽度)x(2*高度),你的三角形只占一个像素(实际上甚至更少,因为透视失真).尝试类似Matrix.frustumM(mPMatrix, 0, -1, 1, -1, 1, 3, 7)或使用等效物gluPerspective,你可以放在所需的视角和窗口的纵横比,这比直接视锥体参数更自然.

编辑:刚发现问题.在glGetUniformLocation你写的mPMatrix而不是uPMatrix,所以你从来没有得到投影矩阵的有效统一位置.很遗憾GL没有对此提出错误.