问题描述
我正在尝试在Android上使用opengl es 3.0绘制一个矩形,但是它不起作用。我可以用颜色填充背景,但不渲染对象。因为我从旧项目中复制了大部分代码,这很奇怪,因此可以正常工作。但是从这时起,Android已从示例ConstraintLayout定义更改为。我所知道的是SurfaceView和Renderer可以正常工作。我的绘图功能代码如下。
float []translateMatrix = new float[16];
float []targetMatrix = new float[16];
if (rectangle.getTexture().getBitmapName() == null || rectangle.getTexture().getBitmapName().isEmpty())
{
throw new CustomException("bitmap name cannot be empty!");
} else if (rectangle.getTexture().getBitmap() == null)
{
rectangle.getTexture().setBitmap(
BitmapUtil.getBitmap(
bitmaps.getHashMap().get(rectangle.getTexture().getBitmapName()
)
)
);
}
Matrix.multiplyMM(
targetMatrix,vPMatrix,translateMatrix,0
);
GLES20.glUniform1f(handlers[HandlersUtil.ALPHAMOD_ID],1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,rectangle.getTexture().getBitmap());
GLES20.glEnableVertexAttribArray(handlers[HandlersUtil.VPOSITION_ID]);
GLES20.glVertexAttribPointer(
handlers[HandlersUtil.VPOSITION_ID],VERTICE_VERTEX,GLES20.GL_FLOAT,NORMALIZED,OBJ_STRIDE,rectangle.getCoordinatesBuffer()
);
GLES20.glEnableVertexAttribArray(handlers[HandlersUtil.ATEXCOORDINATE_ID]);
GLES20.glVertexAttribPointer(
handlers[HandlersUtil.ATEXCOORDINATE_ID],2,TEX_STRIDE,rectangle.getTexture().getBuffer()
);
GLES20.glUniformMatrix4fv(
handlers[HandlersUtil.UMVPMATRIX_ID],COUNT,TRANSPOSE,targetMatrix,0
);
GLES20.glDrawElements(
GLES20.GL_TRIANGLE_STRIP,rectangle.getIndices(),GLES20.GL_UNSIGNED_SHORT,rectangle.getOrderBuffer()
);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glUniform1i(handlers[HandlersUtil.UTEXTURE_ID],X);
GLES20.glDisableVertexAttribArray(handlers[HandlersUtil.ATEXCOORDINATE_ID]);
GLES20.glDisableVertexAttribArray(handlers[HandlersUtil.VPOSITION_ID]);
我的片段着色器
precision mediump float;
uniform vec4 vColor;
uniform sampler2D uTexture;
varying vec2 vTexCoordinate;
uniform float alphaMod;
void main(){
gl_FragColor = texture2D(uTexture,vTexCoordinate);
gl_FragColor.a *= alphaMod;
}
顶点着色器
uniform mat4 uMVPMatrix;
attribute vec4 vPosition;
attribute vec2 aTexCoordinate;
varying vec2 vTexCoordinate;
void main(){
gl_Position = uMVPMatrix * vPosition;
vTexCoordinate = aTexCoordinate;
}
矩形类
public final class Rectangle
{
public final static int INDICES = 4;
public final static int MATRIX_SIZE = 16;
public final static int OFFSET = 0;
public final static int VERTICES = 12;
public final static int LEFT_TOP_ID = 0;
public final static int LEFT_BOTTOM_ID = 1;
public final static int RIGHT_TOP_ID = 2;
public final static int RIGHT_BOTTOM_ID = 3;
public final static int X = 0;
public final static int Y = 1;
public final static int Z = 2;
public final static int VERTICE_VERTEX = 3;
public final static float DEFAULT_ALPHA = 1.0f;
private final int indices;
private float alphaMod;
private final short[] order;
private final float[] coordinates;
private final float[] translateMatrix;
private final float[] targetMatrix;
private FloatBuffer coordinatesBuffer;
private final ShortBuffer orderBuffer;
private final Texture texture;
public Rectangle()
{
this.indices = INDICES;
this.alphaMod = DEFAULT_ALPHA;
this.order = new short[]{
0,1,3
};
this.coordinates = new float[VERTICES];
this.translateMatrix = new float[MATRIX_SIZE];
this.targetMatrix = new float[MATRIX_SIZE];
this.coordinatesBuffer = BufferUtil.getBuffer(coordinates);
this.orderBuffer = BufferUtil.getBuffer(order);
this.texture = new Texture();
Matrix.setIdentityM(translateMatrix,OFFSET);
}
}
解决方法
暂无找到可以解决该程序问题的有效方法,小编努力寻找整理中!
如果你已经找到好的解决方法,欢迎将解决方案带上本链接一起发送给小编。
小编邮箱:dio#foxmail.com (将#修改为@)