Android 在OpenGL ES二维正交(正交)模式下绘制问题
几天来,我一直在努力解决这个问题,在搜索了堆栈溢出和web之后,我还没有找到任何适合我的例子。我终于得到了似乎很接近的代码,所以也许你们可以帮我解决这个问题 我的第一个问题是,我试图通过将屏幕抓取作为纹理来实现运动模糊,然后使用透明度在下一帧上绘制纹理——或者使用更多帧实现更多模糊。(如果有人感兴趣,这是我遵循的指南:) 我已将屏幕保存为纹理,效果良好。我遇到的问题是在屏幕顶部以正交模式绘制。经过一番努力,我终于画出了一幅基本的正方形,但我对OpenGL ES的理解和一个简单易懂的例子的缺乏让我现在却步了。我需要将保存的纹理绘制到我绘制的正方形中。我所做的一切似乎都不管用 另外,我的第二个问题是将更复杂的三维模型绘制到正交模式。我似乎无法画出任何模型。我正在使用(稍微定制的)min3d框架(http://code.google.com/p/min3d/),我尝试在正交模式下绘制Object3d,就像在透视模式下绘制一样。据我理解,他们应该画同样的画,他们不应该有深度。然而,我似乎根本看不到他们 这是我正在使用的代码。我尝试了很多不同的东西,这是我得到的最接近的东西(实际上在屏幕上画了一些可以看到的东西)。我仍然不知道如何在正交视图中获得正确的三维模型。我确信我犯了一些可怕的错误,可能完全误解了OpenGL绘图的一些基本方面。如果还有其他代码需要发布,请告诉我Android 在OpenGL ES二维正交(正交)模式下绘制问题,android,opengl-es,Android,Opengl Es,几天来,我一直在努力解决这个问题,在搜索了堆栈溢出和web之后,我还没有找到任何适合我的例子。我终于得到了似乎很接近的代码,所以也许你们可以帮我解决这个问题 我的第一个问题是,我试图通过将屏幕抓取作为纹理来实现运动模糊,然后使用透明度在下一帧上绘制纹理——或者使用更多帧实现更多模糊。(如果有人感兴趣,这是我遵循的指南:) 我已将屏幕保存为纹理,效果良好。我遇到的问题是在屏幕顶部以正交模式绘制。经过一番努力,我终于画出了一幅基本的正方形,但我对OpenGL ES的理解和一个简单易懂的例子的缺乏让我
// Gets called once, before all drawing occurs
//
private void reset()
{
// Reset TextureManager
Shared.textureManager().reset();
// Do OpenGL settings which we are using as defaults, or which we will not be changing on-draw
// Explicit depth settings
_gl.glEnable(GL10.GL_DEPTH_TEST);
_gl.glClearDepthf(1.0f);
_gl.glDepthFunc(GL10.GL_LESS);
_gl.glDepthRangef(0,1f);
_gl.glDepthMask(true);
// Alpha enabled
_gl.glEnable(GL10.GL_BLEND);
_gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
// "Transparency is best implemented using glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
// with primitives sorted from farthest to nearest."
// Texture
_gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); // (OpenGL default is GL_NEAREST_MIPMAP)
_gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // (is OpenGL default)
// CCW frontfaces only, by default
_gl.glFrontFace(GL10.GL_CCW);
_gl.glCullFace(GL10.GL_BACK);
_gl.glEnable(GL10.GL_CULL_FACE);
// Disable lights by default
for (int i = GL10.GL_LIGHT0; i < GL10.GL_LIGHT0 + NUM_GLLIGHTS; i++) {
_gl.glDisable(i);
}
//
// Scene object init only happens here, when we get GL for the first time
//
}
// Called every frame
//
protected void drawScene()
{
if(_scene.fogEnabled() == true) {
_gl.glFogf(GL10.GL_FOG_MODE, _scene.fogType().glValue());
_gl.glFogf(GL10.GL_FOG_START, _scene.fogNear());
_gl.glFogf(GL10.GL_FOG_END, _scene.fogFar());
_gl.glFogfv(GL10.GL_FOG_COLOR, _scene.fogColor().toFloatBuffer() );
_gl.glEnable(GL10.GL_FOG);
} else {
_gl.glDisable(GL10.GL_FOG);
}
// Sync all of the object drawing so that updates in the mover
// thread can be synced if necessary
synchronized(Renderer.SYNC)
{
for (int i = 0; i < _scene.children().size(); i++)
{
Object3d o = _scene.children().get(i);
if(o.animationEnabled())
{
((AnimationObject3d)o).update();
}
drawObject(o);
}
}
//
//
//
// Draw the blur
// Set Up An Ortho View
_switchToOrtho();
_drawMotionBlur();
// Switch back to the previous view
_switchToPerspective();
_saveScreenToTexture("blur", 512);
}
private void _switchToOrtho()
{
// Set Up An Ortho View
_gl.glDisable(GL10.GL_DEPTH_TEST);
_gl.glMatrixMode(GL10.GL_PROJECTION); // Select Projection
_gl.glPushMatrix(); // Push The Matrix
_gl.glLoadIdentity(); // Reset The Matrix
_gl.glOrthof(0f, 480f, 0f, 800f, -1f, 1f);
//_gl.glOrthof(0f, 480f, 0f, 800f, -100f, 100f);
_gl.glMatrixMode(GL10.GL_MODELVIEW); // Select Modelview Matrix
_gl.glPushMatrix(); // Push The Matrix
_gl.glLoadIdentity(); // Reset The Matrix
}
private void _switchToPerspective()
{
// Switch back to the previous view
_gl.glEnable(GL10.GL_DEPTH_TEST);
_gl.glMatrixMode(GL10.GL_PROJECTION);
_gl.glPopMatrix();
_gl.glMatrixMode(GL10.GL_MODELVIEW);
_gl.glPopMatrix(); // Pop The Matrix
}
private void _saveScreenToTexture(String $textureId, int $size)
{
// Save the screen as a texture
_gl.glViewport(0, 0, $size, $size);
_gl.glBindTexture(GL10.GL_TEXTURE_2D, _textureManager.getGlTextureId($textureId));
_gl.glCopyTexImage2D(GL10.GL_TEXTURE_2D,0,GL10.GL_RGB,0,0,512,512,0);
_gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
_gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
_gl.glViewport(0, 0, 480, 800);
}
private void _drawMotionBlur()
{
// Vertices
float squareVertices[] = {
-3f, 0f, // Bottom Left
475f, 0f, // Bottom Right
475f, 800f, // Top Right
-3f, 800f // Top Left
};
ByteBuffer vbb = ByteBuffer.allocateDirect(squareVertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
FloatBuffer vertexBuffer = vbb.asFloatBuffer();
vertexBuffer.put(squareVertices);
vertexBuffer.position(0);
//
//
// Textures
FloatBuffer textureBuffer; // buffer holding the texture coordinates
float texture[] = {
// Mapping coordinates for the vertices
0.0f, 1.0f, // top left (V2)
0.0f, 0.0f, // bottom left (V1)
1.0f, 1.0f, // top right (V4)
1.0f, 0.0f // bottom right (V3)
};
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(squareVertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
byteBuffer = ByteBuffer.allocateDirect(texture.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
textureBuffer = byteBuffer.asFloatBuffer();
textureBuffer.put(texture);
textureBuffer.position(0);
//
//
//
_gl.glLineWidth(3.0f);
_gl.glTranslatef(5.0f, 0.0f, 0.0f);
_gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer);
_gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
_gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, 4);
//_gl.glTranslatef(100.0f, 0.0f, 0.0f);
//_gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, 4);
//_gl.glTranslatef(100.0f, 0.0f, 0.0f);
//_gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, 4);
_gl.glEnable(GL10.GL_TEXTURE_2D);
_gl.glEnable(GL10.GL_BLEND);
_gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
_gl.glLoadIdentity();
//
//
//
_gl.glBindTexture(GL10.GL_TEXTURE_2D, _textureManager.getGlTextureId("blur"));
_gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
_gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
//
//
//
_gl.glDisable(GL10.GL_BLEND);
_gl.glDisable(GL10.GL_TEXTURE_2D);
_gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
//在所有绘图发生之前调用一次
//
私有无效重置()
{
//重置纹理管理器
Shared.textureManager().reset();
//做OpenGL设置,我们正在使用的默认设置,或我们将不会改变绘图
//显式深度设置
_gl.glEnable(GL10.gl_深度_试验);
_gl.glClearDepthf(1.0f);
_gl.glDepthFunc(GL10.gl_-LESS);
_gl.glDepthRangef(0,1f);
_gl.glDepthMask(真);
//阿尔法启用
_glEnable(GL10.Glu混合物);
_gl.glBlendFunc(GL10.gl_SRC_ALPHA,GL10.gl_ONE_减去SRC_ALPHA);
//“透明度最好使用glBlendFunc(GL_SRC_ALPHA,GL_ONE_减去grc_ALPHA)实现
//基本体从最远到最近排序。”
//质地
_gl.glTexParameterf(GL10.gl_纹理_2D,GL10.gl_纹理_最小_过滤器,GL10.gl_最近);/(OpenGL默认为gl_最近_MIPMAP)
_GL10.glTexParameterf(GL10.gl_纹理_2D,GL10.gl_纹理_贴图过滤器,GL10.gl_线性);/(是OpenGL的默认设置)
//默认情况下,仅CCW正面
_gl.glFrontFace(GL10.GLU CCW);
_gl.glCullFace(GL10.glu BACK);
_gl.glEnable(GL10.gl_CULL_面);
//默认情况下禁用灯光
对于(int i=GL10.GL\u LIGHT0;i// Called every frame
//
protected void drawScene()
{
// Draw the 3d models in perspective mode
// This part works (uses min3d) and draws a 3d scene
//
for (int i = 0; i < _scene.children().size(); i++)
{
Object3d o = _scene.children().get(i);
if(o.animationEnabled())
{
((AnimationObject3d)o).update();
}
drawObject(o);
}
// Set Up The Ortho View to draw a square with a texture
// over the 3d scene
//
_gl.glDisable(GL10.GL_DEPTH_TEST);
_gl.glMatrixMode(GL10.GL_PROJECTION); // Select Projection
_gl.glPushMatrix(); // Push The Matrix
_gl.glLoadIdentity(); // Reset The Matrix
_gl.glOrthof(0f, 480f, 0f, 800f, -1f, 1f);
_gl.glMatrixMode(GL10.GL_MODELVIEW); // Select Modelview Matrix
_gl.glPushMatrix(); // Push The Matrix
_gl.glLoadIdentity(); // Reset The Matrix
// Draw A Square With A Texture
// (Assume that the texture "blur" is already created properly --
// it is as I can use it when drawing my 3d scene if I apply it
// to one of the min3d objects)
//
float squareVertices[] = {
-3f, 0f, // Bottom Left
475f, 0f, // Bottom Right
475f, 800f, // Top Right
-3f, 800f // Top Left
};
ByteBuffer vbb = ByteBuffer.allocateDirect(squareVertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
FloatBuffer vertexBuffer = vbb.asFloatBuffer();
vertexBuffer.put(squareVertices);
vertexBuffer.position(0);
FloatBuffer textureBuffer; // buffer holding the texture coordinates
float texture[] = {
// Mapping coordinates for the vertices
0.0f, 1.0f, // top left (V2)
0.0f, 0.0f, // bottom left (V1)
1.0f, 1.0f, // top right (V4)
1.0f, 0.0f // bottom right (V3)
};
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(squareVertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
byteBuffer = ByteBuffer.allocateDirect(texture.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
textureBuffer = byteBuffer.asFloatBuffer();
textureBuffer.put(texture);
textureBuffer.position(0);
_gl.glLineWidth(3.0f);
_gl.glTranslatef(5.0f, 0.0f, 0.0f);
_gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer);
_gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
_gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, 4);
_gl.glEnable(GL10.GL_TEXTURE_2D);
_gl.glEnable(GL10.GL_BLEND);
_gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
_gl.glLoadIdentity();
_gl.glBindTexture(GL10.GL_TEXTURE_2D, _textureManager.getGlTextureId("blur"));
_gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
_gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
_gl.glDisable(GL10.GL_BLEND);
_gl.glDisable(GL10.GL_TEXTURE_2D);
_gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Switch Back To The Perspective Mode
//
_gl.glEnable(GL10.GL_DEPTH_TEST);
_gl.glMatrixMode(GL10.GL_PROJECTION);
_gl.glPopMatrix();
_gl.glMatrixMode(GL10.GL_MODELVIEW);
_gl.glPopMatrix(); // Pop The Matrix
}