OpenGL ES Android矩阵转换

Mic*_*l T 9 android opengl-es opengl-es-2.0

我有一个实现GLSurfaceView.Renderer接口的渲染器; GLSurfaceView的子类和一些表示我想要绘制的对象的类.我有来自http://developer.android.com/training/graphics/opengl/motion.html的代码 我想扩展它并添加一些沿着轴移动并且无法管理它.该对象仅旋转.这是我的代码:

public class NotMyCoolRenderer implements GLSurfaceView.Renderer {

public GLShip mTriangle;
private GLBackgroundStar   mSquare;

private final float[] mMVPMatrix = new float[16];
private final float[] mProjMatrix = new float[16];
private final float[] mVMatrix = new float[16];
private final float[] mModelMatrix = new float[16];
private final float[] tempMatrix = new float[16];

public void onDrawFrame(GL10 unused) {
    // Draw 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);
    // Draw square
    mSquare.draw(mMVPMatrix);
    // Now moving on to triangle aka ship
    Matrix.setIdentityM(mModelMatrix, 0);
    Matrix.translateM(mModelMatrix, 0, 0.1f, 0f, 0);
    Matrix.rotateM(mModelMatrix, 0, mTriangle.mAngle, 0, 0, -1.0f);
    Matrix.multiplyMM(tempMatrix, 0, mVMatrix, 0, mProjMatrix, 0); 
    Matrix.multiplyMM(mMVPMatrix, 0, mModelMatrix , 0, tempMatrix , 0);  

    // Draw triangle
    mTriangle.draw(mMVPMatrix);
}
public void onSurfaceChanged(GL10 unused, int width, int height) {
    // Adjust the viewport based on geometry changes,
    // such as screen rotation
    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 class GLShip {
    public volatile float mAngle;
    private final String vertexShaderCode =
        // This matrix member variable provides a hook to manipulate
        // the coordinates of the objects that use this vertex shader
        "uniform mat4 uMVPMatrix;" +

        "attribute vec4 vPosition;" +
        "void main() {" +
        // the matrix must be included as a modifier of gl_Position
        "  gl_Position = uMVPMatrix * vPosition;" +
        "}";


    public void draw(float[] mvpMatrix) {
        // Add program to OpenGL environment
        GLES20.glUseProgram(mProgram);

        // get handle to vertex shader's vPosition member
        mPositionHandle = GLES20.glGetAttribLocation(mProgram, "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(mProgram, "vColor");

        // Set color for drawing the triangle
        GLES20.glUniform4fv(mColorHandle, 1, color, 0);

        // get handle to shape's transformation matrix
        mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
        NotMyCoolRenderer.checkGlError("glGetUniformLocation");

        // Apply the projection and view transformation
        GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
        NotMyCoolRenderer.checkGlError("glUniformMatrix4fv");

        // Draw the triangle
        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);

        // Disable vertex array
        GLES20.glDisableVertexAttribArray(mPositionHandle);
    }
}
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我的期望是,在每次重绘时,对象将通过mAngle旋转并沿Y轴移动1f.我只能看到旋转(有点投射).我实际上对此有一些疑问:如何应用我的翻译矩阵以及划分opengl功能的最佳做法是什么?modelMatrix不应该存储在对象本身而不是渲染器中吗?矩阵运算应该在渲染器类中执行吗?我将它们组合在一起,因为我猜它们都是相关的.

esc*_*tor 18

我一直在使用Android培训的示例,以下方法最终适用于我.(基于Android培训>使用OpenGL ES显示图形>添加动画)

  1. 使用正确的顶点着色器:

    private final String vertexShaderCode =
    // This matrix member variable provides a hook to manipulate
    // the coordinates of the objects that use this vertex shader
    "uniform mat4 uMVPMatrix;" +
    "attribute vec4 vPosition;" +
    "void main() {" +
    // the matrix must be included as a modifier of gl_Position
    "  gl_Position = uMVPMatrix * vPosition;" +
    "}";
    
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  2. 在渲染器类中:

    public class MyGL20Renderer implements GLSurfaceView.Renderer {
    [...]
    // create a model matrix for the triangle
    private final float[] mModelMatrix = new float[16];
    // create a temporary matrix for calculation purposes,
    // to avoid the same matrix on the right and left side of multiplyMM later
    // see https://stackoverflow.com/questions/13480043/opengl-es-android-matrix-transformations#comment18443759_13480364
    private float[] mTempMatrix = new float[16];
    [...]
    
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  3. onDrawFrame中应用转换,从转换开始:

    public void onDrawFrame(GL10 unused) {
    [...]
    Matrix.setIdentityM(mModelMatrix, 0); // initialize to identity matrix
    Matrix.translateM(mModelMatrix, 0, -0.5f, 0, 0); // translation to the left
    
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  4. 然后轮换:

    // Create a rotation transformation for the triangle
    long time = SystemClock.uptimeMillis() % 4000L;
    float mAngle = 0.090f * ((int) time);
    Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
    
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  5. 结合旋转和平移,避免使用mModelMatrix

    "作为multiplyMM右侧和左侧的相同矩阵"(见2)

    // Combine Rotation and Translation matrices 
    mTempMatrix = mModelMatrix.clone();
    Matrix.multiplyMM(mModelMatrix, 0, mTempMatrix, 0, mRotationMatrix, 0);
    
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  6. 将模型矩阵与投影和摄像机视图相结合; 再次避免使用mModelMatrix

    "作为multiplyMM右侧和左侧的相同矩阵"(见2)

    // Combine the model matrix with the projection and camera view
    mTempMatrix = mMVPMatrix.clone();
    Matrix.multiplyMM(mMVPMatrix, 0, mTempMatrix, 0, mModelMatrix, 0);
    
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  7. 画出形状

    // Draw shape
    mTriangle.draw(mMVPMatrix);
    
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谢谢大家,我可以从这个线程中获取所有有用的输入.

  • 万一它对遇到这个问题的其他人有帮助,那对我来说不明显的部分是Matrix.multiplyMM修改了目标矩阵_during_计算,而不是之后。因此,如果您想将mvp乘以旋转,然后将结果放入mvp,则Matrix.multiplyMM(mMVPMatrix,0,mMVPMatrix,0,mModelMatrix,0)将使mMVPMatrix动态变化,从而产生怪异的计算。这就是上面的克隆起作用的原因。出于我的目的,我能够通过在两个不同的“临时”矩阵之间切换来“链接”计算,例如:http://pastebin.com/h7c9Ktg9 (2认同)