我试图在Android's example OpenGL 2.0 project之上添加一个相当简单的扩展,以便为基本形状添加纹理。这似乎非常简单,但在某些设备(三星Nexus S,LG Optimus 3D,三星Galaxy S)纹理只是不渲染。GLES20纹理无法在某些设备上工作
这实际上是一个我在一个更大的项目上遇到的问题,但是我能够用下面的简单项目重现问题,希望这里的某个人能够知道我的代码在哪里出现问题,或者如何专门为这些设备构建GL纹理(可能存在设备问题)。
为了让这如何对象用于一个想法:在GLSurfaceView.Renderer的onSurfaceCreated
方法,我实例化一个Square()
对象,并在方法我打电话广场的draw()
方法。但是,处理纹理的所有相关代码都应该出现在这个Square类中,这与Google自己的示例几乎完全相同。
非常感谢任何人谁在这方面的裂缝。
class Square {
private final String vertexShaderCode =
// This matrix member variable provides a hook to manipulate
// the coordinates of the objects that use this vertex shader
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"attribute vec2 a_TexCoordinate;" +
"varying vec2 v_TexCoordinate;" +
"void main() {" +
// the matrix must be included as a modifier of gl_Position
" gl_Position = vPosition * uMVPMatrix;" +
" v_TexCoordinate = a_TexCoordinate;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform sampler2D u_Texture;" +
"varying vec2 v_TexCoordinate;" +
"void main() {" +
" gl_FragColor = texture2D(u_Texture, v_TexCoordinate);" +
"}";
private final FloatBuffer vertexBuffer;
private final FloatBuffer textureBuffer;
private final ShortBuffer drawListBuffer;
private final int mProgram;
private int mPositionHandle;
private int mColorHandle;
private int mMVPMatrixHandle;
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static float squareCoords[] = { -0.5f, 0.5f, 0.0f, // top left
-0.5f, -0.5f, 0.0f, // bottom left
0.5f, -0.5f, 0.0f, // bottom right
0.5f, 0.5f, 0.0f }; // top right
final float[] previewTextureCoordinateData =
{
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
private int textureDataHandle;
private int textureUniformHandle;
private int textureCoordinateHandle;
private final short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
// Set color with red, green, blue and alpha (opacity) values
float color[] = { 0.2f, 0.709803922f, 0.898039216f, 1.0f };
private int loadTexture(final Context context, final int resourceId)
{
final int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] != 0)
{
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false; // No pre-scaling
// Read in the resource
final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);
// Bind to the texture in OpenGL
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
// Set filtering
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
// Load the bitmap into the bound texture.
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
// Recycle the bitmap, since its data has been loaded into OpenGL.
bitmap.recycle();
}
if (textureHandle[0] == 0)
{
throw new RuntimeException("Error loading texture.");
}
return textureHandle[0];
}
public Square(Context context) {
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (# of coordinate values * 4 bytes per float)
squareCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(squareCoords);
vertexBuffer.position(0);
// initialize byte buffer for the draw list
ByteBuffer dlb = ByteBuffer.allocateDirect(
// (# of coordinate values * 2 bytes per short)
drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
ByteBuffer texCoordinates = ByteBuffer.allocateDirect(previewTextureCoordinateData.length * 4);
texCoordinates.order(ByteOrder.nativeOrder());
textureBuffer = texCoordinates.asFloatBuffer();
textureBuffer.put(previewTextureCoordinateData);
textureBuffer.position(0);
// prepare shaders and OpenGL program
int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
textureDataHandle = loadTexture(context, R.drawable.color_texture);
mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program
GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mProgram); // create OpenGL program executables
}
public void draw(float[] mvpMatrix) {
// Add program to OpenGL environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
textureCoordinateHandle = GLES20.glGetAttribLocation(mProgram, "a_TexCoordinate");
GLES20.glVertexAttribPointer(textureCoordinateHandle, 2, GLES20.GL_FLOAT, false,
0, textureBuffer);
GLES20.glEnableVertexAttribArray(textureCoordinateHandle);
textureUniformHandle = GLES20.glGetUniformLocation(mProgram, "u_Texture");
MyGLRenderer.checkGlError("glGetUniformLocation");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureDataHandle);
GLES20.glUniform1i(textureUniformHandle, 0);
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
MyGLRenderer.checkGlError("glGetUniformLocation");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
MyGLRenderer.checkGlError("glUniformMatrix4fv");
// Draw the square
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}
*调查... * –
这确实解决了问题!现在我需要弄清楚如何将这个应用到一个传入的摄像头图像中,这在很多手机上几乎可以肯定会偏离Po2。我将阅读更多有关GL_CLAMP_TO_EDGE的信息,并了解如何最好地使用nPo2纹理 - 您知道的任何有用资源? –
只要不需要texcoord包装,您应该可以使用NPO2纹理。除非您特别需要该功能,否则我只是将所有内容都设置为CLAMP_TO_EDGE。 – Tim