Android 我所有的矩阵函数都不工作了?OpenGLES2.0
我正试图制作一个投影矩阵来缩放屏幕,并制作一个协调系统。出于某种原因,我认为我的矩阵调用都不起作用。。。我使用的3个函数是Android 我所有的矩阵函数都不工作了?OpenGLES2.0,android,opengl-es,matrix,opengl-es-2.0,Android,Opengl Es,Matrix,Opengl Es 2.0,我正试图制作一个投影矩阵来缩放屏幕,并制作一个协调系统。出于某种原因,我认为我的矩阵调用都不起作用。。。我使用的3个函数是 Matrix.orthoM(mProjMatrix, 0, 0, 1520, 0, 1000, -1, 10); Matrix.setLookAtM(mVMatrix, 0, 0, 0, 1.0f, 0.0f, 0f, 0f, 0f, 1.0f, 0.0f); Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatri
Matrix.orthoM(mProjMatrix, 0, 0, 1520, 0, 1000, -1, 10);
Matrix.setLookAtM(mVMatrix, 0, 0, 0, 1.0f, 0.0f, 0f, 0f, 0f, 1.0f, 0.0f);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
他们是在相互抵消吗?有什么问题吗?(完整的渲染类代码在末尾)
我这样做的主要目的是最终得到这样一种情况:当我做一个正方形时,我可以提供坐标,比如(200100,0)//x,y,z
,它们不仅在-1和1之间
以下是我的完整渲染类:
public class MyRenderer implements Renderer {
private static final String TAG = "MyRenderer";
Square square;
private final float[] mMVPMatrix = new float[16];
private final float[] mProjMatrix = new float[16];
private final float[] mVMatrix = new float[16];
private final float[] mRotationMatrix = new float[16];
private int camWidth,camHeight;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
GLES20.glClearColor(0.0f, 0.0f, 1.0f, 0.5f);
camWidth=480;camHeight=320;
// initialize a square
square = new Square();
}
@Override
public void onDrawFrame(GL10 nope) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
//set camera position
GLES20.glViewport(0, 0, camWidth, camHeight);
Matrix.orthoM(mProjMatrix, 0, 0, 1520, 0, 1000, -10, 999999);
Matrix.setLookAtM(mVMatrix, 0, 0, 0, 1.0f, 0.0f, 0f, 0f, 0f, 1.0f, 0.0f);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
square.draw(mMVPMatrix);
}
@Override
public void onSurfaceChanged(GL10 nope, int width, int height) {
GLES20.glViewport(0, 0, camWidth, camHeight);
Matrix.orthoM(mProjMatrix, 0, 0, 1520, 0, 1000, -10, 999999);
Matrix.setLookAtM(mVMatrix, 0, 0, 0, 1.0f, 0.0f, 0f, 0f, 0f, 1.0f, 0.0f);
}
public static int loadShader(int type, String shaderCode) {
// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);
// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
}
我的Square班(不确定是否需要,但为了安全起见:)-
最后,为了让你有一些视觉效果:
这就是我的手机在使用和不使用前面提到的三种metrix功能的情况下的外观,似乎唯一改变宽度和高度的是GLES20.glViewport(0,0,camWidth,camHeight)代码>
看起来metrix好像什么都没做。看起来你已经适应了正方形。这里有几个问题:
仅在onSurfaceChanged
中调用glViewPort
,并且仅使用给定的参数
顶点着色器代码不使用uMVPMatrix
。您可以通过检查mMVPMatrixHandle
的值看到这一点(对于不存在的制服,请参见-1
)
链接程序后,着色器变量的位置是固定的,因此代码可以获取它们一次,而不是每次绘制调用
然后,您需要调整正方形的坐标…谢谢!我只是注意到我从未在vertexshader中使用矩阵。。。如果你仔细阅读我的问题,我说我使用glviewport只是因为矩阵不起作用,这是唯一改变屏幕分辨率的东西。你从平移和缩放开始了吗?你对OpenGL | ES 2.0的使用情况如何?你觉得它对你的目的有用吗?@QuintinBalsdon我不是从平移和缩放开始的;当我有空的时候,我还在学习它;它对我的目的很有用,但对于我现在拥有的(2d游戏规划)来说有点太复杂了。不过,我确实想学习OpenGL ES 2.0,因为它在大多数移动设备上都受支持,如果我想制作更复杂的游戏或应用程序,了解它会有所帮助。你有好的OpenGL ES 2.0教程吗?我现在不打算使用3D,只使用2D,而且还将其作为一个侧面滚动条。任何帮助都将不胜感激,谢谢-我正忙着慢慢地弄明白。。。谢天谢地,OpenGL | ES2.0平台也在苹果设备上,所以我们可以在那里做一些计算。我已经计算出了缩放和旋转,我真的进入了顶点和片段着色器的纹理。我现在意识到为什么OpenGL | ES 2.0是更好的平台——在GPU上进行更多的计算。我可能会做一个教程后不久,我得到纹理和输入下来。祝你一切顺利!
public class Square {
private final String vertexShaderCode =
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = vPosition;" +
"}";
private final String fragmentShaderCode = "precision mediump float;"
+ "uniform vec4 vColor;" + "void main() {"
+ " gl_FragColor = vColor;" + "}";
static final int COORDS_PER_VERTEX = 3;
static float triangleCoords[] = { // in counterclockwise order:
-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
};
private short drawOrder[] = { 0, 1, 2, 0, 2, 3 };
private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
private final int vertexStride = COORDS_PER_VERTEX * 4; // bytes per vertex
// red-green-blue-alpha
float color[] = { 0.63f, 0.76f, 0.22f, 1.0f };
private final int mProgram;
private int mPositionHandle;
private int mColorHandle;
private int mMVPMatrixHandle;
private FloatBuffer vertexBuffer;
private ShortBuffer drawListBuffer;
public Square() {
ByteBuffer bb = ByteBuffer.allocateDirect(
// # of coords values * 4 bytes per float
triangleCoords.length * 4);
// use native byte order
bb.order(ByteOrder.nativeOrder());
// create a floating point buffer from the ByteBuffer
vertexBuffer = bb.asFloatBuffer();
// add coordination to FloatBuffer
vertexBuffer.put(triangleCoords);
// set the buffer to read first coordinate
vertexBuffer.position(0);
ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
int vertexShader = ChizRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = ChizRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
mProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(mProgram, vertexShader);
GLES20.glAttachShader(mProgram, fragmentShader);
GLES20.glLinkProgram(mProgram);
}
public void draw(float[] mvpMatrix) {
// Add program to OpenGL ES 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);
// get handle to fragment shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
// set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
// apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
// Draw the triangle
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
// dispable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}