1
对于我的生活,我无法使用OpenGL ES和Java获取简单的精灵画图。图形编程绝对是我的薄弱环节,而我对OpenGL的生锈并没有什么帮助,甚至如此。纹理和四方图绘制错误,Android OpenGL ES
我试图做
使用四类来渲染一个纹理四屏幕
我已经试过
我用glDrawTexfOES一切是花花公子。但是,经过一番检查,我意识到我将无法使用我需要的翻译和旋转来构建更强大的系统;所以,我决定去尝试一个有质感的四边形,就像很久以前,我在大学里完成的那样。
的问题
我的质地最终采取了整个屏幕,而不是被正确映射,这让我有点脾气暴躁。我希望能够看到我的代码和一些专业意见。
结果
应该是这样的:
不过是这样的:
非常感谢你,提前!
我的四等级:
public class Quad
{
private float _Vertices[] =
{
-1.0f, 1.0f, 0.0f, // Top left
-1.0f, -1.0f, 0.0f, // Bottom left
1.0f, -1.0f, 0.0f, // Bottom right
1.0f, 1.0f, 0.0f, // Top right
};
private float _TextureCoords[] =
{
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
private FloatBuffer _VertexBuffer;
private ShortBuffer _IndexBuffer;
private FloatBuffer _TextureBuffer;
private short[] _Indices = { 0, 1, 2, 0, 2, 3 };
public Quad()
{
Setup();
}
public void Setup()
{
ByteBuffer vbb = ByteBuffer.allocateDirect(_Vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
_VertexBuffer = vbb.asFloatBuffer();
_VertexBuffer.put(_Vertices);
_VertexBuffer.position(0);
ByteBuffer ibb = ByteBuffer.allocateDirect(_Indices.length * 2);
ibb.order(ByteOrder.nativeOrder());
_IndexBuffer = ibb.asShortBuffer();
_IndexBuffer.put(_Indices);
_IndexBuffer.position(0);
ByteBuffer tbb = ByteBuffer.allocateDirect(_TextureCoords.length * 4);
tbb.order(ByteOrder.nativeOrder());
_TextureBuffer = tbb.asFloatBuffer();
_TextureBuffer.put(_TextureCoords);
_TextureBuffer.position(0);
}
public void Draw(GL10 gl, Texture texture)
{
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture.getID());
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, _TextureBuffer);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, _VertexBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, _Indices.length,
GL10.GL_UNSIGNED_SHORT, _IndexBuffer);
}
}
我的渲染器:
public class FoxRenderer implements Renderer
{
private Context _Context;
private Quad _Quad;
private int _Width;
private int _Height;
public FoxRenderer(Context context, Game game)
{
// Assignment
_Context = context;
_Game = game;
_Quad = new Quad();
}
@Override
public void onDrawFrame(GL10 gl)
{
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
_Quad.Draw(gl, _Game.getGameData().TextureSystem.GetTexture("buddha"));
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height)
{
_Width = width;
_Height = height;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrthof(0.0f, width, 0.0f, height, 0.0f, 1.0f);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
// Initialize various OpenGL elements
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
gl.glClearColor(1f, 1f, 1f, 1);
gl.glShadeModel(GL10.GL_FLAT);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_TEXTURE_2D);
// Disabling certain elements for performance
gl.glDisable(GL10.GL_DITHER);
gl.glDisable(GL10.GL_LIGHTING);
// Stuff for rendering quads
gl.glFrontFace(GL10.GL_CCW);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glCullFace(GL10.GL_BACK);
gl.glShadeModel(GL10.GL_FLAT);
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
}
而且,为了以防万一,我的纹理加载:
public void LoadTexture(String name, int resource)
{
Texture texture = new Texture();
// LOADING TEXTURE CODE
int[] temp = new int[ 1 ];
_GL10.glGenTextures(1, temp, 0);
// Get newly generated OpenGL texture ID and bind it and store in our texture class
int id = temp[ 0 ];
_GL10.glBindTexture(GL10.GL_TEXTURE_2D, id);
texture.setID(id);
_GL10.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST);
_GL10.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST);
_GL10.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
_GL10.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
_GL10.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE);
// Load actual resource into bitmap
Bitmap bitmap = BitmapFactory.decodeResource(_Context.getResources(), resource);
// Not 100% sure what this does
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
texture.setWidth(bitmap.getWidth());
texture.setHeight(bitmap.getHeight());
_Map.put(name, texture);
bitmap.recycle();
}
你应该接受这个答案。 –
哈哈,我打算:)我只需要再等8个小时,显然,在我可以接受我自己的答案之前。不过谢谢你的帮助!非常感谢! –