安卓最失败java_java – glCreateShader和glCreateProgram在android上失败

我在

Android上创建一个着色器程序有一个非常困难的问题.当我调用glCreateShader或者glCreateProgram时,总是返回0.

关于故障排除,我已经涵盖了我的所有基础:

>我检查过,以确保我有一个ogl上下文(我做的,我通过清除帧缓冲区的各种颜色,这是有效的).

>我试过glGetError但是没有返回(GL_NO_ERROR)

我不是opengl或android专家,所以我不知道可能导致这个的其他任何事情.

我已经在一个nexus 7平板电脑上运行我的应用程序,我使用的是OpenGL ES 2.0,并且定位到最新版本的Android(17版).

最后,我有我的代码显示:

这是设置应用程序的样板代码:

public class Platform implements ILinkable {

class GameLoop extends GLSurfaceView implements GLSurfaceView.Renderer {

class Graphics2D implements IGraphics2D {

int width = 0;

int height = 0;

public void setWidth (int width ) { this.width = width; }

public void setHeight(int height) { this.height = height; }

public int getWidth () { return width; }

public int getHeight() { return height; }

}

class Time implements ITime {

float frametime = 0;

float totaltime = 0;

long temptime = 0;

boolean running = true;

public void beginTimeCount() {

temptime = System.nanoTime();

}

public void endTimeCount() {

frametime = (System.nanoTime() - temptime) / 1000000;

totaltime += frametime;

}

public float getFrameTime() { return frametime; }

public float getTotalTime() { return totaltime; }

}

Graphics2D graphics2d = new Graphics2D();

Time time = new Time();

boolean running = true;

public GameLoop(Context context) {

super(context);

setEGLContextClientVersion(2);

setRenderer(this);

//setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);

}

public void onSurfaceCreated(GL10 unused, EGLConfig config) {

GLES20.glClearColor(0.5f, 0.0f, 0.5f, 1.0f);

}

public void onDrawFrame(GL10 unused) {

if (running) {

time.beginTimeCount();

for (IUpdateable u : Platform.this.root.update)

u.onUpdate(time);

GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);

for (IDrawable2D d : Platform.this.root.draw2d) {

d.onDraw2D(graphics2d);

}

for (IDrawable3D d : Platform.this.root.draw3d)

d.onDraw3D();

time.endTimeCount();

}

}

public void onSurfaceChanged(GL10 unused, int width, int height) {

GLES20.glViewport(0,0, width, height);

graphics2d.setWidth(width);

graphics2d.setHeight(height);

for (IDrawable2D d : Platform.this.root.draw2d)

d.onSize2D(graphics2d);

}

public void onPause() {

super.onPause();

running = false;

}

public void onResume() {

super.onResume();

running = true;

}

}

private GameLoop gameloop;

public Node root;

public Platform() {

this.root = new Node();

}

public void link(Activity activity) {

this.gameloop = new GameLoop(activity);

activity.requestWindowFeature(Window.FEATURE_NO_TITLE);

activity.setContentView(this.gameloop);

}

public void unlink(Activity activity) {

this.gameloop = null;

activity.setContentView(null);

}

}

这是主要的活动:

public class MainActivity extends Activity {

private Game game;

private Platform platform;

public MainActivity() {

platform = new Platform();

game = new Game();

}

public void onCreate(Bundle savedInstanceState) {

super.onCreate(savedInstanceState);

platform.link(this);

game.link(platform.root);

game.onStart();

}

public void onDestroy() {

super.onDestroy();

game.onStop();

game.unlink(platform.root);

platform.unlink(this);

}

}

这是创建着色器和程序的代码:

public static int loadShader(int shaderType, String source) throws FmtException {

int[] gotVar = new int[]{ 0 };

int shader = GLES20.glCreateShader(shaderType);

if (shader == 0)

throw new FmtException(FmtException.GLES,"could not create shader: %s",getError());

GLES20.glShaderSource(shader, source);

GLES20.glCompileShader(shader);

GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, gotVar, 0);

if (gotVar[0] == 0) {

GLES20.glGetShaderiv(shader, GLES20.GL_INFO_LOG_LENGTH, gotVar, 0);

if (gotVar[0] != 0) {

GLES20.glDeleteShader(shader);

throw new FmtException(FmtException.GLES, "could not compile shader %d:\n%s\n",shaderType, GLES20.glGetShaderInfoLog(shader));

}

}

return shader;

}

public static int createProgram(String pVertexSource, String pFragmentSource) throws FmtException {

int[] gotVar = new int[]{ GLES20.GL_FALSE };

int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, pVertexSource);

int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, pFragmentSource);

int program = GLES20.glCreateProgram();

if (program == 0)

throw new FmtException(FmtException.GLES, "could not create program: %s",getError());

GLES20.glAttachShader(program, vertexShader);

GLES20.glAttachShader(program, pixelShader);

GLES20.glLinkProgram(program);

GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, gotVar, 0);

if (gotVar[0] != GLES20.GL_TRUE) {

GLES20.glGetProgramiv(program, GLES20.GL_INFO_LOG_LENGTH, gotVar, 0);

if (gotVar[0] != 0) {

GLES20.glDeleteProgram(program);

throw new FmtException(FmtException.GLES, "could not link program:\n%s\n", GLES20.glGetProgramInfoLog(program));

}

}

return program;

}

任何帮助或建议将不胜感激.

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