一、准备工作
首先,实现爆炸类:
package com.game.view;
import static com.game.common.Constant.bomb_width;
import static com.game.common.Constant.initTexture;
import android.opengl.GLES20;
import android.util.Log;
import com.game.activity.R;
import com.game.common.MatrixState;
import com.game.role.RoleTexRect;
import com.game.thread.GameThread;
import com.game.view.MySurfaceView;
public class bomb {
public GameThread gameThread;
MySurfaceView gameView;
public int bombTextId_1;//爆炸效果图片
public static RoleTexRect bombRect;//爆炸矩形范围
public static boolean isDrawbomb;//视图中是否绘制爆炸图
public static float baozha_ratio;//爆炸图的缩放比例
public bomb(MySurfaceView gameView) {
this.gameView = gameView;
}
public void iniBomb()
{
setBombTextId_1();
startGamethread();
bombRect=new RoleTexRect(this.gameView,1.5f,bomb_width,bomb_width);
}
private void setBombTextId_1(){
this.bombTextId_1=initTexture( this.gameView.getResources(),R.drawable.baozaoxiaoguo,false);//爆炸效果图片
}
public int getBombTextId_1(){
return bombTextId_1;
}
private void startGamethread(){
gameThread = new GameThread();
gameThread.start();
Log.i("zebin", "启动游戏线程。初始化完毕");
}
//绘制炸弹 x,y,z 为炸弹的三维坐标
public void drawBomb(float x,float y,float z){
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
Log.i("zebin:","绘制爆炸的正交投影完毕"+isDrawbomb);
if(isDrawbomb)//这里绘制导弹下落后的爆炸效果图
{
MatrixState.pushMatrix();
Log.i("zebin:","绘制爆炸效果"+x+" "+y+" "+z);
MatrixState.translate(x,y,z);//在这里输入爆炸的坐标位置。
MatrixState.scale(baozha_ratio, baozha_ratio,1);
bombRect.drawSelf(bombTextId_1);
MatrixState.popMatrix();
}
GLES20.glDisable(GLES20.GL_BLEND);
}
}
接着,矩形类(fanz版):
package com.game.role;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLUtils;
import com.game.common.MatrixState;
import com.game.common.ShaderUtil;
import com.game.view.MySurfaceView;
import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
//表示纹理矩形的类(含法线贴图)
public class RoleTexRect
{
int mProgram;//自定义渲染管线程序id
int muMVPMatrixHandle;//总变换矩阵引用id
int muMMatrixHandle;//位置、旋转变换矩阵
int maCameraHandle; //摄像机位置属性引用id
int maPositionHandle; //顶点位置属性引用id
int maTexCoorHandle; //顶点纹理坐标属性引用id
int uTexHandle;//外观纹理属性引用id
String mVertexShader;//顶点着色器
String mFragmentShader;//片元着色器
FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
FloatBuffer mTextureBuffer;//顶点纹理坐标数据缓冲
int vCount=0;
public RoleTexRect(){
}
public RoleTexRect(MySurfaceView mv,float size,float width,float height)
{
//初始化顶点坐标与着色数据
initVertexData(size,width,height);
//初始化shader
intShader(mv);
}
//初始化顶点坐标与纹理数据的方法
public void initVertexData(float UNIT_SIZE,float width,float height)
{
//顶点坐标数据的初始化================begin============================
vCount=6;
float vertices[]=new float[]
{
-width*UNIT_SIZE,height*UNIT_SIZE,1f,
-width*UNIT_SIZE,-height*UNIT_SIZE,1f,
width*UNIT_SIZE,height*UNIT_SIZE,1f,
-width*UNIT_SIZE,-height*UNIT_SIZE,1f,
width*UNIT_SIZE,-height*UNIT_SIZE,1f,
width*UNIT_SIZE,height*UNIT_SIZE,1f
};
//创建顶点坐标数据缓冲
//vertices.length*4是因为一个整数四个字节
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
vbb.order(ByteOrder.nativeOrder());//设置字节顺序
mVertexBuffer = vbb.asFloatBuffer();//转换为int型缓冲
mVertexBuffer.put(vertices);//向缓冲区中放入顶点坐标数据
mVertexBuffer.position(0);//设置缓冲区起始位置
//特别提示:由于不同平台字节顺序不同数据单元不是字节的一定要经过ByteBuffer
//转换,关键是要通过ByteOrder设置nativeOrder(),否则有可能会出问题
//顶点坐标数据的初始化================end============================
//顶点纹理数据的初始化================begin============================
float textures[]=new float[]
{
0,0,0,1,1,0,
0,1,1,1,1,0
};
//创建顶点纹理数据缓冲
ByteBuffer tbb = ByteBuffer.allocateDirect(textures.length*4);
tbb.order(ByteOrder.nativeOrder());//设置字节顺序
mTextureBuffer= tbb.asFloatBuffer();//转换为Float型缓冲
mTextureBuffer.put(textures);//向缓冲区中放入顶点着色数据
mTextureBuffer.position(0);//设置缓冲区起始位置
//特别提示:由于不同平台字节顺序不同数据单元不是字节的一定要经过ByteBuffer
//转换,关键是要通过ByteOrder设置nativeOrder(),否则有可能会出问题
//顶点纹理数据的初始化================end============================
}
//初始化shader
public void intShader(MySurfaceView mv)
{
//加载顶点着色器的脚本内容
mVertexShader= ShaderUtil.loadFromAssetsFile("role/vertex_botton.sh", mv.getResources());
ShaderUtil.checkGlError("==ss==");
//加载片元着色器的脚本内容
mFragmentShader= ShaderUtil.loadFromAssetsFile("role/frag_botton.sh", mv.getResources());
//基于顶点着色器与片元着色器创建程序
ShaderUtil.checkGlError("==ss==");
mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);
//获取程序中顶点位置属性引用id
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
//获取程序中顶点经纬度属性引用id
maTexCoorHandle=GLES20.glGetAttribLocation(mProgram, "aTexCoor");
//获取程序中总变换矩阵引用id
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
//获取位置、旋转变换矩阵引用id
}
public void drawSelf(int texId)
{
//制定使用某套shader程序
GLES20.glUseProgram(mProgram);
//将最终变换矩阵传入shader程序
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
//为画笔指定顶点位置数据
GLES20.glVertexAttribPointer
(
maPositionHandle,
3,
GLES20.GL_FLOAT,
false,
3*4,
mVertexBuffer
);
//为画笔指定顶点纹理坐标数据
GLES20.glVertexAttribPointer
(
maTexCoorHandle,
2,
GLES20.GL_FLOAT,
false,
2*4,
mTextureBuffer
);
//允许顶点位置数据数组
GLES20.glEnableVertexAttribArray(maPositionHandle);
GLES20.glEnableVertexAttribArray(maTexCoorHandle);
//绑定纹理
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
GLES20.glUniform1i(uTexHandle, 0);
//绘制三角形
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
}
public static int initTexture(MySurfaceView mv,int drawableId)// textureId
{
// 生成纹理ID
int[] textures = new int[1];
GLES20.glGenTextures(1, // 产生的纹理id的数量
textures, // 纹理id的数组
0 // 偏移量
);
int textureId = textures[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_CLAMP_TO_EDGE);
// 通过输入流加载图片===============begin===================
InputStream is = mv.getResources().openRawResource(drawableId);
Bitmap bitmapTmp;
try {
bitmapTmp = BitmapFactory.decodeStream(is);
} finally {
try {
is.close();
} catch (IOException e) {
e.printStackTrace();
}
}
// 通过输入流加载图片===============end=====================
// 实际加载纹理
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, // 纹理类型,在OpenGL
// ES中必须为GL10.GL_TEXTURE_2D
0, // 纹理的层次,0表示基本图像层,可以理解为直接贴图
bitmapTmp, // 纹理图像
0 // 纹理边框尺寸
);
bitmapTmp.recycle(); // 纹理加载成功后释放图片
return textureId;
}
}
其他工具类:
1、MatrixState
package com.game.common;
import android.opengl.Matrix;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.Stack;
//存储系统矩阵状态的类
public class MatrixState
{
private static float[] mProjMatrix = new float[16];//4x4矩阵 投影用
static float[] mVMatrix = new float[16];//摄像机位置朝向9参数矩阵
static float[] mMVPMatrix;//最后起作用的总变换矩阵
public static float[] lightLocationRed=new float[]{0,0,0};//红色定位光光源位置
public static float[] lightLocationGreenBlue=new float[]{0,0,0};//天蓝色定位光光源位置
public static FloatBuffer cameraFB;
public static FloatBuffer lightPositionFBRed;
public static FloatBuffer lightPositionFBGreenBlue;
public static float[] lightLocation=new float[]{0,0,0};//定位光光源位置
public static FloatBuffer lightPositionFB;
//设置摄像机
public static void setCamera
( float cx, //摄像机位置x float cy, //摄像机位置y float cz, //摄像机位置z float tx, //摄像机目标点x float ty, //摄像机目标点y float tz, //摄像机目标点z float upx, //摄像机UP向量X分量 float upy, //摄像机UP向量Y分量 float upz //摄像机UP向量Z分量 )
{
Matrix.setLookAtM
(
mVMatrix,
0,
cx,
cy,
cz,
tx,
ty,
tz,
upx,
upy,
upz
);
float[] cameraLocation=new float[3];//摄像机位置
cameraLocation[0]=cx;
cameraLocation[1]=cy;
cameraLocation[2]=cz;
//摄像机位置矩阵
ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
cameraFB=llbb.asFloatBuffer();
cameraFB.put(cameraLocation);
cameraFB.position(0);
}
//设置透视投影参数
public static void setProjectFrustum
( float left, //near面的left float right, //near面的right float bottom, //near面的bottom float top, //near面的top float near, //near面距离 float far //far面距离 )
{
Matrix.frustumM(mProjMatrix, 0, left, right, bottom, top, near, far);
}
//设置正交投影参数
public static void setProjectOrtho
( float left, //near面的left float right, //near面的right float bottom, //near面的bottom float top, //near面的top float near, //near面距离 float far //far面距离 )
{
Matrix.orthoM(mProjMatrix, 0, left, right, bottom, top, near, far);
}
//获取具体物体的总变换矩阵
public static float[] getFinalMatrix()
{
float[] mMVPMatrix=new float[16];
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, currMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
return mMVPMatrix;
}
//设置灯光位置的方法
public static void setLightLocation(float x,float y,float z)
{
lightLocation[0]=x;
lightLocation[1]=y;
lightLocation[2]=z;
ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
lightPositionFB=llbb.asFloatBuffer();
lightPositionFB.put(lightLocation);
lightPositionFB.position(0);
}
//设置红色灯光位置的方法
public static void setLightLocationRed(float x,float y,float z)
{
lightLocationRed[0]=x;
lightLocationRed[1]=y;
lightLocationRed[2]=z;
ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
lightPositionFBRed=llbb.asFloatBuffer();
lightPositionFBRed.put(lightLocationRed);
lightPositionFBRed.position(0);
}
//设置天蓝色灯光位置的方法
public static void setLightLocationGreenBlue(float x,float y,float z)
{
lightLocationGreenBlue[0]=x;
lightLocationGreenBlue[1]=y;
lightLocationGreenBlue[2]=z;
ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
lightPositionFBGreenBlue=llbb.asFloatBuffer();
lightPositionFBGreenBlue.put(lightLocationGreenBlue);
lightPositionFBGreenBlue.position(0);
}
public static Stack<float[]> mStack=new Stack<float[]>();//保护变换矩阵的栈
static float[] currMatrix;//当前变换矩阵
public static void setInitStack()//获取不变换初始矩阵
{
currMatrix=new float[16];
Matrix.setRotateM(currMatrix, 0, 0, 1, 0, 0);
}
public static void pushMatrix()//保护变换矩阵
{
mStack.push(currMatrix.clone());
}
public static void popMatrix()//恢复变换矩阵
{
currMatrix=mStack.pop();
}
public static void translate(float x,float y,float z)//设置沿xyz轴移动
{
Matrix.translateM(currMatrix, 0, x, y, z);
}
public static void rotate(float angle,float x,float y,float z)//设置绕xyz轴移动
{
Matrix.rotateM(currMatrix,0,angle,x,y,z);
}
public static void scale(float x,float y,float z){
Matrix.scaleM(currMatrix, 0, x, y, z);
}
//插入自带矩阵
public static void matrix(float[] self)
{
float[] result=new float[16];
Matrix.multiplyMM(result,0,currMatrix,0,self,0);
currMatrix=result;
}
public static float[] getMMatrix() {
return currMatrix;
}
//用于一帧内的摄像机矩阵
private static float[] mVMatrixForSpecFrame = new float[16];//摄像机位置朝向9参数矩阵
public static void copyMVMatrix()
{
for(int i=0;i<16;i++)
{
mVMatrixForSpecFrame[i]=mVMatrix[i];
}
}
}
2、ShaderUtil
package com.game.common;
import android.content.res.Resources;
import android.opengl.GLES20;
import android.util.Log;
import java.io.ByteArrayOutputStream;
import java.io.InputStream;
//加载顶点Shader与片元Shader的工具类
public class ShaderUtil
{
//加载制定shader的方法
public static int loadShader
(
int shaderType, //shader的类型 GLES20.GL_VERTEX_SHADER GLES20.GL_FRAGMENT_SHADER
String source //shader的脚本字符串
)
{
//创建一个新shader
int shader = GLES20.glCreateShader(shaderType);
//若创建成功则加载shader
if (shader != 0)
{
//加载shader的源代码
GLES20.glShaderSource(shader, source);
//编译shader
GLES20.glCompileShader(shader);
//存放编译成功shader数量的数组
int[] compiled = new int[1];
//获取Shader的编译情况
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0)
{//若编译失败则显示错误日志并删除此shader
Log.e("ES20_ERROR", "Could not compile shader " + shaderType + ":");
Log.e("ES20_ERROR", GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
//创建shader程序的方法
public static int createProgram(String vertexSource, String fragmentSource)
{
//加载顶点着色器
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
if (vertexShader == 0)
{
return 0;
}
//加载片元着色器
int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
if (pixelShader == 0)
{
return 0;
}
//创建程序
int program = GLES20.glCreateProgram();
//若程序创建成功则向程序中加入顶点着色器与片元着色器
if (program != 0)
{
//向程序中加入顶点着色器
GLES20.glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
//向程序中加入片元着色器
GLES20.glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
//链接程序
GLES20.glLinkProgram(program);
//存放链接成功program数量的数组
int[] linkStatus = new int[1];
//获取program的链接情况
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
//若链接失败则报错并删除程序
if (linkStatus[0] != GLES20.GL_TRUE)
{
Log.e("ES20_ERROR", "Could not link program: ");
Log.e("ES20_ERROR", GLES20.glGetProgramInfoLog(program));
GLES20.glDeleteProgram(program);
program = 0;
}
}
return program;
}
//检查每一步操作是否有错误的方法
public static void checkGlError(String op)
{
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR)
{
Log.e("ES20_ERROR", op + ": glError " + error);
throw new RuntimeException(op + ": glError " + error);
}
}
//从sh脚本中加载shader内容的方法
public static String loadFromAssetsFile(String fname,Resources r)
{
String result=null;
try
{
InputStream in=r.getAssets().open(fname);
int ch=0;
ByteArrayOutputStream baos = new ByteArrayOutputStream();
while((ch=in.read())!=-1)
{
baos.write(ch);
}
byte[] buff=baos.toByteArray();
baos.close();
in.close();
result=new String(buff,"UTF-8");
result=result.replaceAll("\\r\\n","\n");
}
catch(Exception e)
{
e.printStackTrace();
}
return result;
}
}
二、实现
在MySurfaceView.Java中
初始化:bomb bomb = new bomb(MySurfaceView.this);
在某处将爆炸设为true:isDrawbomb = true;
在onSurfaceCreated()初始化爆炸的素材: bomb.iniBomb();
在onDrawFrame()范围内绘画炸弹:
MatrixState.pushMatrix();
bomb.drawBomb(1,0,1);
MatrixState.popMatrix();
其中输入的参数为其x,y,z坐标。
[android]OpenGL ES 2.0: 顶点着色器编译状态结果是 0 与无着色器日志信息
目前的状况不允许我使用一台计算机。它将像这一段时间。我在我的手机上到程序使用 Android 的 IDE (助手)。
在我的代码,我用 glGetShaderiv() 来获取编译状态,并注意到的 status 值为 0。然而,没有任何迹象表明顶点着色器代码中包含错误或毛病从文本文件中装载的绿光代码。
以下是代码。请注意我混乱所有的代码在一起以便是尽可能作为迭代的代码的执行。意思,代码不会跳周围使用函数调用,用于更容易调试很多。
RenderView 类:
package p.e;
import android.opengl.GLSurfaceView;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import static android.opengl.GLES20.*;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLUtils;
import android.opengl.Matrix;
public class RenderView extends GLSurfaceView implements GLSurfaceView.Renderer{
private Context context;
private Table table;
private int texture;
private final float[] projectionMatrix=new float[16];
private final float[] modelMatrix=new float[16];
private Shader shader;
public RenderView(Context context){
super(context);
this.context=context;
}
@Override
public void onSurfaceCreated(GL10 p1, EGLConfig p2)
{
// TODO: Implement this method
glClearColor(1f,0f,1f,1f);
this.shader=new Shader(context);
this.table=new Table();
final int[] textureID=new int[1];
glGenTextures(1,textureID,0);
texture=textureID[0];
BitmapFactory.Options options=new BitmapFactory.Options();
options.inScaled=false;
Bitmap bitmap=BitmapFactory.decodeResource(context.getResources(), R.drawable.ic_launcher, options);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
GLUtils.texImage2D(GL_TEXTURE_2D,0,bitmap,0);
glGenerateMipmap(GL_TEXTURE_2D);
bitmap.recycle();
glBindTexture(GL_TEXTURE_2D,0);
}
@Override
public void onSurfaceChanged(GL10 p1, int width, int height)
{
// TODO: Implement this method
glViewport(0,0,width,height);
perspectiveM(projectionMatrix,45f, (float)width/(float)height,1f,10f);
Matrix.setIdentityM(modelMatrix, 0);
Matrix.translateM(modelMatrix,0,0f,0f,-2.5f);
Matrix.rotateM(modelMatrix,0,-60f,1f,0f,0f);
final float[] temp=new float[16];
Matrix.multiplyMM(temp,0,projectionMatrix,0,modelMatrix,0);
System.arraycopy(temp,0,projectionMatrix,0,temp.length);
}
@Override
public void onDrawFrame(GL10 p1)
{
// TODO: Implement this method
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader.getProgram());
glUniformMatrix4fv(shader.uMatrixLocation, 1, false, projectionMatrix,0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,texture);
glUniform1i(shader.uTextureUnitLocation,0);
table.getVertexBuffer().position(0);
glVertexAttribPointer(shader.aPositionLocation, 2, GL_FLOAT,false,2*4,table.getVertexBuffer());
//glBindBuffer(GL_ARRAY_BUFFER, table.vertexBufferPointer);
//table.getVertexBuffer().position(0);
glEnableVertexAttribArray(shader.aPositionLocation);
//table.getVertexBuffer().rewind();
table.getVertexBuffer().position(0);
//table.getTexBuffer().position(0);
//glBindBuffer(GL_ARRAY_BUFFER, table.texBufferPointer);
table.getTexBuffer().position(0);
glVertexAttribPointer(shader.aTexPositionLocaton,2,GL_FLOAT,false,2*4,table.getTexBuffer());
glEnableVertexAttribArray(shader.aTexPositionLocaton);
//table.getTexBuffer().rewind();
table.getTexBuffer().position(0);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
//glDisableVertexAttribArray(shader.aPositionLocation);
//glDisableVertexAttribArray(shader.aTexPositionLocaton);
}
public static void perspectiveM(float[] m, float yFovInDegrees, float aspect, float n, float f) {
final float angleInRadians = (float) (yFovInDegrees * Math.PI / 180.0);
final float a = (float) (1.0 / Math.tan(angleInRadians / 2.0));
m[0] = a / aspect;
m[1] = 0f;
m[2] = 0f;
m[3] = 0f;
m[4] = 0f;
m[5] = a;
m[6] = 0f;
m[7] = 0f;
m[8] = 0f;
m[9] = 0f;
m[10] = -((f + n) / (f - n));
m[11] = -1f;
m[12] = 0f;
m[13] = 0f;
m[14] = -((2f * f * n) / (f - n));
m[15] = 0f;
}
} `
表类:
package p.e;
import java.nio.*;
import static android.opengl.GLES20.*;
public class Table
{
private FloatBuffer vertexBuffer;
private FloatBuffer texBuffer;
public int vertexBufferPointer;
public int texBufferPointer;
private final float[] vertexData={
-0.5f,-0.5f,
0.5f,-0.5f,
0.5f,0.5f,
-0.5f,0.5f
};
private final float[] texData={
0f,1f,
1f,1f,
1f,0f,
0f,0f
};
public Table(){
int[] bufferPointer=new int[1];
glGenBuffers(1,bufferPointer,0);
vertexBuffer=ByteBuffer.allocateDirect(vertexData.length*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
vertexBuffer.put(vertexData);
vertexBuffer.flip();
glBindBuffer(GL_ARRAY_BUFFER, bufferPointer[0]);
glBufferData(GL_ARRAY_BUFFER, vertexData.length*4, vertexBuffer, GL_STATIC_DRAW);
vertexBufferPointer=bufferPointer[0];
texBuffer=ByteBuffer.allocateDirect(texData.length*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
texBuffer.put(texData);
texBuffer.flip();
glGenBuffers(1, bufferPointer,0);
glBindBuffer(GL_ARRAY_BUFFER,bufferPointer[0]);
glBufferData(GL_ARRAY_BUFFER,texData.length*4, texBuffer, GL_STATIC_DRAW);
}
public FloatBuffer getVertexBuffer(){
return vertexBuffer;
}
public FloatBuffer getTexBuffer(){
return texBuffer;
}
}
着色器类:
package p.e;
import java.io.*;
import android.content.Context;
import static android.opengl.GLES20.*;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ByteBuffer;
import android.util.Log;
import java.nio.ByteOrder;
public class Shader
{
private int program;
private final String U_MATRIX="u_matrix";
private final String U_TEXTUREUNIT="u_texUnit";
private final String A_POSITION="a_position";
private final String A_TEXCOORDS="a_texPos";
public int uMatrixLocation;
public int uTextureUnitLocation;
public int aPositionLocation;
public int aTexPositionLocaton;
public Shader(Context context){
int vertex=glCreateShader(GL_VERTEX_SHADER);
IntBuffer intBuf=ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
Log.wtf("Code",Shader.loadString(context,R.raw.tex_vert));
glShaderSource(vertex,Shader.loadString(context,R.raw.tex_vert));
glCompileShader(vertex);
//check
int status;
glGetShaderiv(vertex, GL_COMPILE_STATUS, intBuf);
status=intBuf.get(0);
if(status==0){
glGetShaderiv(vertex,GL_INFO_LOG_LENGTH,intBuf);
status=intBuf.get(0);
if (status>1){
Log.i("Shader","Vertex Shader: "+glGetShaderInfoLog(vertex));
}
glDeleteShader(vertex);
Log.w("Shader","Vertex Shader error.");
return;
}
//check end
int fragment=glCreateShader(GL_FRAGMENT_SHADER);
Log.wtf("Code",Shader.loadString(context,R.raw.tex_frag));
glShaderSource(fragment, Shader.loadString(context,R.raw.tex_frag));
glCompileShader(fragment);
//check
glGetShaderiv(fragment, GL_COMPILE_STATUS, intBuf);
status=intBuf.get(0);
Log.i("Shader","Fragment Shader: "+glGetShaderInfoLog(fragment));
if(status==0){
glDeleteShader(fragment);
Log.w("Shader","Fragment Shader error.");
return;
}
//check end
program=glCreateProgram();
//check
Log.i("Shader","Program: "+glGetProgramInfoLog(program));
if(program==0){
Log.w("Shader","Program not created.");
return;
}
//check end
glAttachShader(program,vertex);
glAttachShader(program,fragment);
glLinkProgram(program);
//check
glValidateProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, intBuf);
status=intBuf.get(0);
if(status==0){
glDeleteProgram(program);
Log.w("Shader","Program unable to link.");
return;
}
//check end
//check
glGetProgramiv(program, GL_VALIDATE_STATUS, intBuf);
status=intBuf.get(0);
Log.i("Shader","Program validation: "+glGetProgramInfoLog(program));
if(status==0){
glDeleteProgram(program);
Log.w("Shader","Program validation failed.");
return;
}
//check end
uMatrixLocation=glGetUniformLocation(program,U_MATRIX);
uTextureUnitLocation=glGetUniformLocation(program,U_TEXTUREUNIT);
aPositionLocation=glGetAttribLocation(program,A_POSITION);
aTexPositionLocaton=glGetAttribLocation(program,A_TEXCOORDS);
}
public void setVertexAttributePointer(int location, int offset, int componentCount, int type, boolean isTranspose, int stride, FloatBuffer buffer){
buffer.position(offset);
glVertexAttribPointer(location, componentCount,type,isTranspose,stride,buffer);
glEnableVertexAttribArray(location);
buffer.rewind();
}
public void setup(FloatBuffer vertexBuffer, FloatBuffer texBuffer){
vertexBuffer.position(0);
glVertexAttribPointer(aPositionLocation, 2, GL_FLOAT,false,0,vertexBuffer);
glEnableVertexAttribArray(aPositionLocation);
vertexBuffer.rewind();
texBuffer.position(0);
glVertexAttribPointer(aTexPositionLocaton,2,GL_FLOAT,false,0,texBuffer);
glEnableVertexAttribArray(aTexPositionLocaton);
texBuffer.rewind();
}
public int getProgram(){
return program;
}
public void bind(int texture, float[] matrix){
glUniformMatrix4fv(uMatrixLocation, 1, false, matrix,0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,texture);
glUniform1i(uTextureUnitLocation,0);
}
private static String loadString(Context context, int resourceID){
StringBuilder builder=new StringBuilder();
try{
BufferedReader reader=new BufferedReader(new InputStreamReader(context.getResources().openRawResource(resourceID)));
String line;
while((line=reader.readLine())!=null){
builder.append(line);
builder.append('\n');
}
}
catch(Exception e){
}
return builder.toString();
}
}
下面是着色器源代码。
顶点着色器:
uniform mat4 u_matrix;
attribute vec4 a_position;
attribute vec2 a_texPos;
varying vec2 v_texPos;
void main{
v_texPos=a_texPos;
gl_Position=u_matrix*a_position;
}
片段着色器:
precision mediump float;
uniform sampler2D u_texUnit;
varying vec2 v_texPos;
void main(){
gl_FragColor=texture2D(u_texUnit,v_texPos);
}
我将发布 Logcat 的一个屏幕快照显示什么但短语"顶点着色器错误"调试消息。GL_INVALID_OPERATION 由为 0 的顶点着色器状态引起的删除了又返回返回到 onSurfaceCreated(),并不能够指向矩阵的位置,作为顶点着色器是在此时在时间中不存在。
解决方法 1:
我认为它是只是一个简单的错字。顶点着色器在主后失踪 ():
void main{
需要是:
void main(){