问题描述
我一直在https://developer.android.com/training/graphics/opengl上关注Android的培训资料,但是我翻阅了指南并对其进行了两次重新制作,并且在各处进行了更改,但似乎看不到我在做什么错?在我看来,mTriangle被创建了多次,或者它的数据在重绘之前没有被删除,因此旋转时会产生拼图的效果。我的代码:
class GameRenderer : GLSurfaceView.Renderer {
private lateinit var mTriangle: Triangle
private val vPMatrix: FloatArray = FloatArray(16)
private val projectionMatrix: FloatArray = FloatArray(16)
private val viewMatrix: FloatArray = FloatArray(16)
private val rotationMatrix: FloatArray = FloatArray(16)
override fun onSurfaceCreated(unused: GL10,config: EGLConfig) {
GLES20.glClearColor(0.0f,0.0f,1.0f)
mTriangle = Triangle()
}
override fun onDrawFrame(unused: GL10) {
GLES20.glClearColor(0.0f,1.0f)
val scratch = FloatArray(16)
val time = SystemClock.uptimeMillis() % 4000L
val angle = 0.090f * time.toInt()
Matrix.setLookAtM(viewMatrix,0f,-3f,1.0f,0.0f)
Matrix.multiplyMM(vPMatrix,projectionMatrix,viewMatrix,0)
Matrix.setRotateM(rotationMatrix,angle,-1.0f)
Matrix.multiplyMM(scratch,vPMatrix,rotationMatrix,0)
mTriangle.draw(scratch)
}
override fun onSurfaceChanged(unused: GL10,width: Int,height: Int) {
GLES20.glViewport(0,width,height)
val ratio: Float = width.toFloat() / height.toFloat()
Matrix.frustumM(projectionMatrix,-ratio,ratio,-1f,1f,3f,7f)
}
}
那是渲染器的代码,三角形本身是:
class Triangle {
private var mProgram: Int
private val fragmentshadercode: String =
"precision mediump float;\n" +
"uniform vec4 vColor;\n" +
"void main() {\n" +
"\tgl_FragColor = vColor;\n" +
"}"
private val vertexshadercode: String =
"uniform mat4 uMVPMatrix;\n" +
"attribute vec4 vPosition;\n" +
"void main() {\n" +
"\tgl_Position = uMVPMatrix * vPosition;\n" +
"}"
private var vPMatrixHandle: Int = 0
private var positionHandle: Int = 0
private var mColorHandle: Int = 0
private val COORDS_PER_VERTEX: Int = 3
private var triangleCoords: FloatArray = floatArrayOf( // in counterclockwise order:
0.0f,0.622008459f,// top
-0.5f,-0.311004243f,// bottom left
0.5f,0.0f // bottom right
)
private val color: FloatArray = floatArrayOf(0.63671875f,0.76953125f,0.22265625f,1.0f)
private val vertexCount: Int = triangleCoords.size / COORDS_PER_VERTEX
private val vertexStride: Int = COORDS_PER_VERTEX * 4
private var vertexBuffer: FloatBuffer =
ByteBuffer.allocateDirect(triangleCoords.size * 4).run {
order(ByteOrder.nativeOrder())
asFloatBuffer().apply {
put(triangleCoords)
position(0)
}
}
init {
val vertexShader: Int = loadShader(GLES20.GL_VERTEX_SHADER,vertexshadercode)
val fragmentShader: Int = loadShader(GLES20.GL_FRAGMENT_SHADER,fragmentshadercode)
mProgram = GLES20.glCreateProgram().also {
GLES20.glAttachShader(it,vertexShader)
GLES20.glAttachShader(it,fragmentShader)
GLES20.glLinkProgram(it)
}
}
fun loadShader(type: Int,shadercode: String): Int {
return GLES20.glCreateShader(type).also { shader ->
GLES20.glShaderSource(shader,shadercode)
GLES20.glCompileShader(shader)
}
}
fun draw(mvpMatrix: FloatArray) {
GLES20.gluseProgram(mProgram)
positionHandle = GLES20.glGetAttribLocation(mProgram,"vPosition").also {
GLES20.glEnabLevertexAttribArray(it)
GLES20.glVertexAttribPointer(
it,COORDS_PER_VERTEX,GLES20.GL_FLOAT,false,vertexStride,vertexBuffer
)
mColorHandle = GLES20.glGetUniformlocation(mProgram,"vColor").also { colorHandle ->
GLES20.gluniform4fv(colorHandle,1,color,0)
}
vPMatrixHandle = GLES20.glGetUniformlocation(mProgram,"uMVPMatrix")
GLES20.gluniformMatrix4fv(vPMatrixHandle,mvpMatrix,0)
GLES20.glDrawArrays(GLES20.GL_TRIANGLES,vertexCount)
GLES20.gldisabLevertexAttribArray(it)
}
}
}
解决方法
您错过了清除帧缓冲区的操作。注意glClearColor
为颜色缓冲区指定清晰的值。但是您必须调用glClear
来设置缓冲区的值:
GLES20.glClearColor(0.0f,0.0f,1.0f)
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)