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Java Android版OpenGL ES 2.0中的纹理_Java_Android_Opengl Es_Sprite_Glsl - Fatal编程技术网

Java Android版OpenGL ES 2.0中的纹理

Java Android版OpenGL ES 2.0中的纹理,java,android,opengl-es,sprite,glsl,Java,Android,Opengl Es,Sprite,Glsl,我是OpenGL新手,我正在自学用ES 2.0为Android制作2D游戏。我首先创建一个“Sprite”类,创建一个平面并向其渲染纹理。为了练习,我在同一个地方交替绘制了两个精灵对象。我在ES 1.0中工作得很好,但是现在我已经切换到2.0,我得到了一个没有错误的黑屏。我试图找出我做错了什么,但我有一种强烈的感觉,这与我的着色器有关。我将在这里转储所有相关代码,希望有人能给我一个答案或一些建议,说明我做错了什么。如果我做错了什么还不清楚的话,也许可以给我一些关于如何解决的建议?提前感谢您阅读我

我是OpenGL新手,我正在自学用ES 2.0为Android制作2D游戏。我首先创建一个“Sprite”类,创建一个平面并向其渲染纹理。为了练习,我在同一个地方交替绘制了两个精灵对象。我在ES 1.0中工作得很好,但是现在我已经切换到2.0,我得到了一个没有错误的黑屏。我试图找出我做错了什么,但我有一种强烈的感觉,这与我的着色器有关。我将在这里转储所有相关代码,希望有人能给我一个答案或一些建议,说明我做错了什么。如果我做错了什么还不清楚的话,也许可以给我一些关于如何解决的建议?提前感谢您阅读我将要发布的所有代码

我发布的三个类是:
GameRenderer-我的GLSurfaceView的渲染器
着色器-创建着色器程序对象
精灵-创建一个正方形并在其上绘制纹理
另外,我将发布我的顶点和片段着色器源代码

我认为相关课程没有足够的相关性发布:
游戏活动
GameView-GLSurfaceView
GameLoopThread-我的主游戏循环
FPSCounter-每100帧向logcat输出平均FPS

GameRender类:

package com.detour.raw;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.graphics.Bitmap;
import android.opengl.GLES20;
import android.opengl.GLU;
import android.opengl.Matrix;
import android.opengl.GLSurfaceView;

public class GameRenderer implements GLSurfaceView.Renderer{

private static final String LOG_TAG = GameRenderer.class.getSimpleName();
Context mContext;
Bitmap bitmap;

private float red = 0.0f;
private float green = 0.0f;
private float blue = 0.0f;

Shader shader;
FPSCounter fps;
Sprite sprite;
Sprite sprite2;
int x = 0;
private float[] mProjMatrix = new float[16];
private float[] mVMatrix = new float[16];

//int[] vertexShader;
//int[] fragmentShader;
//int program;
//String vShaderSource = "";
//String fShaderSource = "";


public GameRenderer(Context context){
    mContext = context;

    //create objects/sprites
    sprite = new Sprite(mContext);
    sprite2 = new Sprite(mContext);
    fps = new FPSCounter();
}

@Override
public void onDrawFrame(GL10 gl) {

    GLES20.glClearColor(red, green, blue, 1.0f);
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    if(x>3){
        x=0;
    }
    if(x%2==0){
        sprite.draw(gl);
    }else{
        sprite2.draw(gl);
    }
    x++;

    fps.calculate();
    //fps.draw(gl);
}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {

    GLES20.glViewport(0, 0, width, height);
    float ratio = (float)(width/height);
    Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 0.5f, 10);
}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    // TODO Auto-generated method stub

    GLES20.glEnable(GLES20.GL_TEXTURE_2D);
    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
    GLES20.glClearDepthf(1.0f);
    GLES20.glDepthFunc(GLES20.GL_LEQUAL);
    GLES20.glDepthMask(true);
    GLES20.glEnable(GLES20.GL_CULL_FACE);
    GLES20.glCullFace(GLES20.GL_BACK);
    GLES20.glClearColor(red, green, blue, 1.0f);

    //load sprite/object textures (preferably loop through an array of all sprites).
    sprite.loadGLTexture(gl, mContext, R.drawable.raw1);
    sprite2.loadGLTexture(gl, mContext, R.drawable.raw2);

    Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5.0f, 0.0f, 0f, 0f, 0f, 0.0f, 0.0f);

    System.gc();
}

}
package com.detour.raw;

import java.io.BufferedReader;
import java.io.InputStream;
import java.io.InputStreamReader;

import android.content.Context;
import android.opengl.GLES20;
import android.util.Log;

public class Shader {

public static final String TAG = Shader.class.getSimpleName();  
int program;
int vertexShader;
int fragmentShader;

String vShaderSource;
String fShaderSource;

public Shader(){
    //blank constructor
    //createProgram();
}

public Shader(String vs_source, String fs_source){
    this.vShaderSource = vs_source;
    this.fShaderSource = fs_source;

    createProgram();
}

public Shader(int vs_source_id, int fs_source_id, Context context) {

    StringBuffer vs = new StringBuffer();
    StringBuffer fs = new StringBuffer();

    try{
        InputStream inputStream = context.getResources().openRawResource(vs_source_id);
        BufferedReader in = new BufferedReader(new InputStreamReader(inputStream));

        String read = in.readLine();
        while (read != null) {
            vs.append(read + "\n");
            read = in.readLine();
        }
        vs.deleteCharAt(vs.length() - 1);

        inputStream = context.getResources().openRawResource(fs_source_id);
        in = new BufferedReader(new InputStreamReader(inputStream));

        read = in.readLine();
        while (read != null) {
            fs.append(read + "\n");
            read = in.readLine();
        }
        fs.deleteCharAt(fs.length() - 1);
    }catch (Exception e){
        Log.d("ERROR-readingShader", "Could not read shader: " + e.getLocalizedMessage());
    }

    this.vShaderSource = vs.toString();
    this.fShaderSource = fs.toString();

    createProgram();
}

private void createProgram(){

    program = GLES20.glCreateProgram();
    if(program!=0){
        vertexShader = createShader(GLES20.GL_VERTEX_SHADER, vShaderSource);
        fragmentShader = createShader(GLES20.GL_FRAGMENT_SHADER, fShaderSource);

        GLES20.glAttachShader(program, vertexShader);
        GLES20.glAttachShader(program, fragmentShader);
        GLES20.glLinkProgram(program);
    }else{
        Log.e(TAG, "Couldn't create program.");
    }


}

private int createShader(int type, String source){
    int shader = GLES20.glCreateShader(type);
    if(shader!=0){
        GLES20.glShaderSource(shader, source);
        GLES20.glCompileShader(shader);
    }

    return shader;
}

public int getProgram(){
    return program;
}
package com.detour.raw;

import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;

import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLUtils;

public class Sprite {

//public static final int FRAME_WIDTH = 64;
//public static final int FRAME_HEIGHT = 64;
private static final String LOG_TAG = Sprite.class.getSimpleName();
Context mContext;
Bitmap bitmap;

private int textureLoc;
private int vertexLoc;
private int[] textures = new int[1];
//private int[] pixels;

/*private float textureCoordinates[] = {
        0.0f, 0.0f,
        0.0f, 1.0f,
        1.0f, 1.0f,
        1.0f, 0.0f};*/

private float vertices[] = {
          -1.0f,  1.0f,// 0.0f,
          -1.0f, -1.0f,// 0.0f,
           1.0f, -1.0f,// 0.0f,
           1.0f,  1.0f// 0.0f
           };

private short[] indices = {
        0, 1, 2,
        0, 2, 3};

private FloatBuffer vertexBuffer;
//private IntBuffer textureBuffer;
private ShortBuffer indexBuffer;

Shader shader;
int program;
String vShaderSource = "";
String fShaderSource = "";

public Sprite(Context context){

    mContext = context;

    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);

}

public void draw(GL10 gl) {

    GLES20.glDrawElements(GLES20.GL_TRIANGLES, indices.length, GLES20.GL_FLOAT, indexBuffer);

}

public void loadGLTexture(GL10 gl, Context context, int id){

    shader = new Shader(R.raw.sprite_vs, R.raw.sprite_fs, mContext);
    program = shader.getProgram();

    GLES20.glUseProgram(program);

    vertexLoc = GLES20.glGetAttribLocation(program, "a_position");
    textureLoc = GLES20.glGetUniformLocation(program, "u_texture"); //texture

    InputStream is = context.getResources().openRawResource(id);
    try {
        bitmap = BitmapFactory.decodeStream(is);
    } finally {
        try {
            is.close();
            is = null;
        } catch (IOException e) {
        }
    }

    //pixels = new int[(bitmap.getWidth()*bitmap.getHeight())];
    //bitmap.getPixels(pixels, 0, bitmap.getWidth(), 0, 0, bitmap.getWidth(), bitmap.getHeight());

    /*ByteBuffer byteBuf = ByteBuffer.allocateDirect(pixels.length * 4);
    byteBuf.order(ByteOrder.nativeOrder());
    textureBuffer = byteBuf.asIntBuffer();
    textureBuffer.put(pixels);
    textureBuffer.position(0);*/

    GLES20.glDeleteTextures(1, textures, 0);
    GLES20.glGenTextures(1, textures, 0);
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
    GLES20.glUniform1i(textureLoc, 0);

    GLES20.glEnableVertexAttribArray(vertexLoc);
    GLES20.glVertexAttribPointer(vertexLoc, 2, GLES20.GL_FLOAT, false, 0, vertexBuffer);

    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);

    //GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, FRAME_WIDTH, FRAME_HEIGHT, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, byteBuf);//(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
    GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);

    bitmap.recycle();
}

}
#version 110

attribute vec2 a_position;

varying vec2 v_texcoord;

void main()
{
    gl_Position = vec4(a_position, 0.0, 1.0);
    v_texcoord = a_position * vec2(0.5) + vec2(0.5);
}
#version 110

uniform sampler2D u_texture;

varying vec2 v_texcoord;

void main()
{
    gl_FragColor = texture2D(u_texture, v_texcoord);
}
着色器类:

package com.detour.raw;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.graphics.Bitmap;
import android.opengl.GLES20;
import android.opengl.GLU;
import android.opengl.Matrix;
import android.opengl.GLSurfaceView;

public class GameRenderer implements GLSurfaceView.Renderer{

private static final String LOG_TAG = GameRenderer.class.getSimpleName();
Context mContext;
Bitmap bitmap;

private float red = 0.0f;
private float green = 0.0f;
private float blue = 0.0f;

Shader shader;
FPSCounter fps;
Sprite sprite;
Sprite sprite2;
int x = 0;
private float[] mProjMatrix = new float[16];
private float[] mVMatrix = new float[16];

//int[] vertexShader;
//int[] fragmentShader;
//int program;
//String vShaderSource = "";
//String fShaderSource = "";


public GameRenderer(Context context){
    mContext = context;

    //create objects/sprites
    sprite = new Sprite(mContext);
    sprite2 = new Sprite(mContext);
    fps = new FPSCounter();
}

@Override
public void onDrawFrame(GL10 gl) {

    GLES20.glClearColor(red, green, blue, 1.0f);
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    if(x>3){
        x=0;
    }
    if(x%2==0){
        sprite.draw(gl);
    }else{
        sprite2.draw(gl);
    }
    x++;

    fps.calculate();
    //fps.draw(gl);
}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {

    GLES20.glViewport(0, 0, width, height);
    float ratio = (float)(width/height);
    Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 0.5f, 10);
}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    // TODO Auto-generated method stub

    GLES20.glEnable(GLES20.GL_TEXTURE_2D);
    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
    GLES20.glClearDepthf(1.0f);
    GLES20.glDepthFunc(GLES20.GL_LEQUAL);
    GLES20.glDepthMask(true);
    GLES20.glEnable(GLES20.GL_CULL_FACE);
    GLES20.glCullFace(GLES20.GL_BACK);
    GLES20.glClearColor(red, green, blue, 1.0f);

    //load sprite/object textures (preferably loop through an array of all sprites).
    sprite.loadGLTexture(gl, mContext, R.drawable.raw1);
    sprite2.loadGLTexture(gl, mContext, R.drawable.raw2);

    Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5.0f, 0.0f, 0f, 0f, 0f, 0.0f, 0.0f);

    System.gc();
}

}
package com.detour.raw;

import java.io.BufferedReader;
import java.io.InputStream;
import java.io.InputStreamReader;

import android.content.Context;
import android.opengl.GLES20;
import android.util.Log;

public class Shader {

public static final String TAG = Shader.class.getSimpleName();  
int program;
int vertexShader;
int fragmentShader;

String vShaderSource;
String fShaderSource;

public Shader(){
    //blank constructor
    //createProgram();
}

public Shader(String vs_source, String fs_source){
    this.vShaderSource = vs_source;
    this.fShaderSource = fs_source;

    createProgram();
}

public Shader(int vs_source_id, int fs_source_id, Context context) {

    StringBuffer vs = new StringBuffer();
    StringBuffer fs = new StringBuffer();

    try{
        InputStream inputStream = context.getResources().openRawResource(vs_source_id);
        BufferedReader in = new BufferedReader(new InputStreamReader(inputStream));

        String read = in.readLine();
        while (read != null) {
            vs.append(read + "\n");
            read = in.readLine();
        }
        vs.deleteCharAt(vs.length() - 1);

        inputStream = context.getResources().openRawResource(fs_source_id);
        in = new BufferedReader(new InputStreamReader(inputStream));

        read = in.readLine();
        while (read != null) {
            fs.append(read + "\n");
            read = in.readLine();
        }
        fs.deleteCharAt(fs.length() - 1);
    }catch (Exception e){
        Log.d("ERROR-readingShader", "Could not read shader: " + e.getLocalizedMessage());
    }

    this.vShaderSource = vs.toString();
    this.fShaderSource = fs.toString();

    createProgram();
}

private void createProgram(){

    program = GLES20.glCreateProgram();
    if(program!=0){
        vertexShader = createShader(GLES20.GL_VERTEX_SHADER, vShaderSource);
        fragmentShader = createShader(GLES20.GL_FRAGMENT_SHADER, fShaderSource);

        GLES20.glAttachShader(program, vertexShader);
        GLES20.glAttachShader(program, fragmentShader);
        GLES20.glLinkProgram(program);
    }else{
        Log.e(TAG, "Couldn't create program.");
    }


}

private int createShader(int type, String source){
    int shader = GLES20.glCreateShader(type);
    if(shader!=0){
        GLES20.glShaderSource(shader, source);
        GLES20.glCompileShader(shader);
    }

    return shader;
}

public int getProgram(){
    return program;
}
package com.detour.raw;

import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;

import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLUtils;

public class Sprite {

//public static final int FRAME_WIDTH = 64;
//public static final int FRAME_HEIGHT = 64;
private static final String LOG_TAG = Sprite.class.getSimpleName();
Context mContext;
Bitmap bitmap;

private int textureLoc;
private int vertexLoc;
private int[] textures = new int[1];
//private int[] pixels;

/*private float textureCoordinates[] = {
        0.0f, 0.0f,
        0.0f, 1.0f,
        1.0f, 1.0f,
        1.0f, 0.0f};*/

private float vertices[] = {
          -1.0f,  1.0f,// 0.0f,
          -1.0f, -1.0f,// 0.0f,
           1.0f, -1.0f,// 0.0f,
           1.0f,  1.0f// 0.0f
           };

private short[] indices = {
        0, 1, 2,
        0, 2, 3};

private FloatBuffer vertexBuffer;
//private IntBuffer textureBuffer;
private ShortBuffer indexBuffer;

Shader shader;
int program;
String vShaderSource = "";
String fShaderSource = "";

public Sprite(Context context){

    mContext = context;

    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);

}

public void draw(GL10 gl) {

    GLES20.glDrawElements(GLES20.GL_TRIANGLES, indices.length, GLES20.GL_FLOAT, indexBuffer);

}

public void loadGLTexture(GL10 gl, Context context, int id){

    shader = new Shader(R.raw.sprite_vs, R.raw.sprite_fs, mContext);
    program = shader.getProgram();

    GLES20.glUseProgram(program);

    vertexLoc = GLES20.glGetAttribLocation(program, "a_position");
    textureLoc = GLES20.glGetUniformLocation(program, "u_texture"); //texture

    InputStream is = context.getResources().openRawResource(id);
    try {
        bitmap = BitmapFactory.decodeStream(is);
    } finally {
        try {
            is.close();
            is = null;
        } catch (IOException e) {
        }
    }

    //pixels = new int[(bitmap.getWidth()*bitmap.getHeight())];
    //bitmap.getPixels(pixels, 0, bitmap.getWidth(), 0, 0, bitmap.getWidth(), bitmap.getHeight());

    /*ByteBuffer byteBuf = ByteBuffer.allocateDirect(pixels.length * 4);
    byteBuf.order(ByteOrder.nativeOrder());
    textureBuffer = byteBuf.asIntBuffer();
    textureBuffer.put(pixels);
    textureBuffer.position(0);*/

    GLES20.glDeleteTextures(1, textures, 0);
    GLES20.glGenTextures(1, textures, 0);
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
    GLES20.glUniform1i(textureLoc, 0);

    GLES20.glEnableVertexAttribArray(vertexLoc);
    GLES20.glVertexAttribPointer(vertexLoc, 2, GLES20.GL_FLOAT, false, 0, vertexBuffer);

    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);

    //GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, FRAME_WIDTH, FRAME_HEIGHT, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, byteBuf);//(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
    GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);

    bitmap.recycle();
}

}
#version 110

attribute vec2 a_position;

varying vec2 v_texcoord;

void main()
{
    gl_Position = vec4(a_position, 0.0, 1.0);
    v_texcoord = a_position * vec2(0.5) + vec2(0.5);
}
#version 110

uniform sampler2D u_texture;

varying vec2 v_texcoord;

void main()
{
    gl_FragColor = texture2D(u_texture, v_texcoord);
}
精灵类:

package com.detour.raw;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.graphics.Bitmap;
import android.opengl.GLES20;
import android.opengl.GLU;
import android.opengl.Matrix;
import android.opengl.GLSurfaceView;

public class GameRenderer implements GLSurfaceView.Renderer{

private static final String LOG_TAG = GameRenderer.class.getSimpleName();
Context mContext;
Bitmap bitmap;

private float red = 0.0f;
private float green = 0.0f;
private float blue = 0.0f;

Shader shader;
FPSCounter fps;
Sprite sprite;
Sprite sprite2;
int x = 0;
private float[] mProjMatrix = new float[16];
private float[] mVMatrix = new float[16];

//int[] vertexShader;
//int[] fragmentShader;
//int program;
//String vShaderSource = "";
//String fShaderSource = "";


public GameRenderer(Context context){
    mContext = context;

    //create objects/sprites
    sprite = new Sprite(mContext);
    sprite2 = new Sprite(mContext);
    fps = new FPSCounter();
}

@Override
public void onDrawFrame(GL10 gl) {

    GLES20.glClearColor(red, green, blue, 1.0f);
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    if(x>3){
        x=0;
    }
    if(x%2==0){
        sprite.draw(gl);
    }else{
        sprite2.draw(gl);
    }
    x++;

    fps.calculate();
    //fps.draw(gl);
}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {

    GLES20.glViewport(0, 0, width, height);
    float ratio = (float)(width/height);
    Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 0.5f, 10);
}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    // TODO Auto-generated method stub

    GLES20.glEnable(GLES20.GL_TEXTURE_2D);
    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
    GLES20.glClearDepthf(1.0f);
    GLES20.glDepthFunc(GLES20.GL_LEQUAL);
    GLES20.glDepthMask(true);
    GLES20.glEnable(GLES20.GL_CULL_FACE);
    GLES20.glCullFace(GLES20.GL_BACK);
    GLES20.glClearColor(red, green, blue, 1.0f);

    //load sprite/object textures (preferably loop through an array of all sprites).
    sprite.loadGLTexture(gl, mContext, R.drawable.raw1);
    sprite2.loadGLTexture(gl, mContext, R.drawable.raw2);

    Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5.0f, 0.0f, 0f, 0f, 0f, 0.0f, 0.0f);

    System.gc();
}

}
package com.detour.raw;

import java.io.BufferedReader;
import java.io.InputStream;
import java.io.InputStreamReader;

import android.content.Context;
import android.opengl.GLES20;
import android.util.Log;

public class Shader {

public static final String TAG = Shader.class.getSimpleName();  
int program;
int vertexShader;
int fragmentShader;

String vShaderSource;
String fShaderSource;

public Shader(){
    //blank constructor
    //createProgram();
}

public Shader(String vs_source, String fs_source){
    this.vShaderSource = vs_source;
    this.fShaderSource = fs_source;

    createProgram();
}

public Shader(int vs_source_id, int fs_source_id, Context context) {

    StringBuffer vs = new StringBuffer();
    StringBuffer fs = new StringBuffer();

    try{
        InputStream inputStream = context.getResources().openRawResource(vs_source_id);
        BufferedReader in = new BufferedReader(new InputStreamReader(inputStream));

        String read = in.readLine();
        while (read != null) {
            vs.append(read + "\n");
            read = in.readLine();
        }
        vs.deleteCharAt(vs.length() - 1);

        inputStream = context.getResources().openRawResource(fs_source_id);
        in = new BufferedReader(new InputStreamReader(inputStream));

        read = in.readLine();
        while (read != null) {
            fs.append(read + "\n");
            read = in.readLine();
        }
        fs.deleteCharAt(fs.length() - 1);
    }catch (Exception e){
        Log.d("ERROR-readingShader", "Could not read shader: " + e.getLocalizedMessage());
    }

    this.vShaderSource = vs.toString();
    this.fShaderSource = fs.toString();

    createProgram();
}

private void createProgram(){

    program = GLES20.glCreateProgram();
    if(program!=0){
        vertexShader = createShader(GLES20.GL_VERTEX_SHADER, vShaderSource);
        fragmentShader = createShader(GLES20.GL_FRAGMENT_SHADER, fShaderSource);

        GLES20.glAttachShader(program, vertexShader);
        GLES20.glAttachShader(program, fragmentShader);
        GLES20.glLinkProgram(program);
    }else{
        Log.e(TAG, "Couldn't create program.");
    }


}

private int createShader(int type, String source){
    int shader = GLES20.glCreateShader(type);
    if(shader!=0){
        GLES20.glShaderSource(shader, source);
        GLES20.glCompileShader(shader);
    }

    return shader;
}

public int getProgram(){
    return program;
}
package com.detour.raw;

import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;

import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLUtils;

public class Sprite {

//public static final int FRAME_WIDTH = 64;
//public static final int FRAME_HEIGHT = 64;
private static final String LOG_TAG = Sprite.class.getSimpleName();
Context mContext;
Bitmap bitmap;

private int textureLoc;
private int vertexLoc;
private int[] textures = new int[1];
//private int[] pixels;

/*private float textureCoordinates[] = {
        0.0f, 0.0f,
        0.0f, 1.0f,
        1.0f, 1.0f,
        1.0f, 0.0f};*/

private float vertices[] = {
          -1.0f,  1.0f,// 0.0f,
          -1.0f, -1.0f,// 0.0f,
           1.0f, -1.0f,// 0.0f,
           1.0f,  1.0f// 0.0f
           };

private short[] indices = {
        0, 1, 2,
        0, 2, 3};

private FloatBuffer vertexBuffer;
//private IntBuffer textureBuffer;
private ShortBuffer indexBuffer;

Shader shader;
int program;
String vShaderSource = "";
String fShaderSource = "";

public Sprite(Context context){

    mContext = context;

    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);

}

public void draw(GL10 gl) {

    GLES20.glDrawElements(GLES20.GL_TRIANGLES, indices.length, GLES20.GL_FLOAT, indexBuffer);

}

public void loadGLTexture(GL10 gl, Context context, int id){

    shader = new Shader(R.raw.sprite_vs, R.raw.sprite_fs, mContext);
    program = shader.getProgram();

    GLES20.glUseProgram(program);

    vertexLoc = GLES20.glGetAttribLocation(program, "a_position");
    textureLoc = GLES20.glGetUniformLocation(program, "u_texture"); //texture

    InputStream is = context.getResources().openRawResource(id);
    try {
        bitmap = BitmapFactory.decodeStream(is);
    } finally {
        try {
            is.close();
            is = null;
        } catch (IOException e) {
        }
    }

    //pixels = new int[(bitmap.getWidth()*bitmap.getHeight())];
    //bitmap.getPixels(pixels, 0, bitmap.getWidth(), 0, 0, bitmap.getWidth(), bitmap.getHeight());

    /*ByteBuffer byteBuf = ByteBuffer.allocateDirect(pixels.length * 4);
    byteBuf.order(ByteOrder.nativeOrder());
    textureBuffer = byteBuf.asIntBuffer();
    textureBuffer.put(pixels);
    textureBuffer.position(0);*/

    GLES20.glDeleteTextures(1, textures, 0);
    GLES20.glGenTextures(1, textures, 0);
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
    GLES20.glUniform1i(textureLoc, 0);

    GLES20.glEnableVertexAttribArray(vertexLoc);
    GLES20.glVertexAttribPointer(vertexLoc, 2, GLES20.GL_FLOAT, false, 0, vertexBuffer);

    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);

    //GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, FRAME_WIDTH, FRAME_HEIGHT, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, byteBuf);//(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
    GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);

    bitmap.recycle();
}

}
#version 110

attribute vec2 a_position;

varying vec2 v_texcoord;

void main()
{
    gl_Position = vec4(a_position, 0.0, 1.0);
    v_texcoord = a_position * vec2(0.5) + vec2(0.5);
}
#version 110

uniform sampler2D u_texture;

varying vec2 v_texcoord;

void main()
{
    gl_FragColor = texture2D(u_texture, v_texcoord);
}
顶点着色器(sprite\u vs.txt):

package com.detour.raw;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.graphics.Bitmap;
import android.opengl.GLES20;
import android.opengl.GLU;
import android.opengl.Matrix;
import android.opengl.GLSurfaceView;

public class GameRenderer implements GLSurfaceView.Renderer{

private static final String LOG_TAG = GameRenderer.class.getSimpleName();
Context mContext;
Bitmap bitmap;

private float red = 0.0f;
private float green = 0.0f;
private float blue = 0.0f;

Shader shader;
FPSCounter fps;
Sprite sprite;
Sprite sprite2;
int x = 0;
private float[] mProjMatrix = new float[16];
private float[] mVMatrix = new float[16];

//int[] vertexShader;
//int[] fragmentShader;
//int program;
//String vShaderSource = "";
//String fShaderSource = "";


public GameRenderer(Context context){
    mContext = context;

    //create objects/sprites
    sprite = new Sprite(mContext);
    sprite2 = new Sprite(mContext);
    fps = new FPSCounter();
}

@Override
public void onDrawFrame(GL10 gl) {

    GLES20.glClearColor(red, green, blue, 1.0f);
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    if(x>3){
        x=0;
    }
    if(x%2==0){
        sprite.draw(gl);
    }else{
        sprite2.draw(gl);
    }
    x++;

    fps.calculate();
    //fps.draw(gl);
}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {

    GLES20.glViewport(0, 0, width, height);
    float ratio = (float)(width/height);
    Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 0.5f, 10);
}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    // TODO Auto-generated method stub

    GLES20.glEnable(GLES20.GL_TEXTURE_2D);
    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
    GLES20.glClearDepthf(1.0f);
    GLES20.glDepthFunc(GLES20.GL_LEQUAL);
    GLES20.glDepthMask(true);
    GLES20.glEnable(GLES20.GL_CULL_FACE);
    GLES20.glCullFace(GLES20.GL_BACK);
    GLES20.glClearColor(red, green, blue, 1.0f);

    //load sprite/object textures (preferably loop through an array of all sprites).
    sprite.loadGLTexture(gl, mContext, R.drawable.raw1);
    sprite2.loadGLTexture(gl, mContext, R.drawable.raw2);

    Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5.0f, 0.0f, 0f, 0f, 0f, 0.0f, 0.0f);

    System.gc();
}

}
package com.detour.raw;

import java.io.BufferedReader;
import java.io.InputStream;
import java.io.InputStreamReader;

import android.content.Context;
import android.opengl.GLES20;
import android.util.Log;

public class Shader {

public static final String TAG = Shader.class.getSimpleName();  
int program;
int vertexShader;
int fragmentShader;

String vShaderSource;
String fShaderSource;

public Shader(){
    //blank constructor
    //createProgram();
}

public Shader(String vs_source, String fs_source){
    this.vShaderSource = vs_source;
    this.fShaderSource = fs_source;

    createProgram();
}

public Shader(int vs_source_id, int fs_source_id, Context context) {

    StringBuffer vs = new StringBuffer();
    StringBuffer fs = new StringBuffer();

    try{
        InputStream inputStream = context.getResources().openRawResource(vs_source_id);
        BufferedReader in = new BufferedReader(new InputStreamReader(inputStream));

        String read = in.readLine();
        while (read != null) {
            vs.append(read + "\n");
            read = in.readLine();
        }
        vs.deleteCharAt(vs.length() - 1);

        inputStream = context.getResources().openRawResource(fs_source_id);
        in = new BufferedReader(new InputStreamReader(inputStream));

        read = in.readLine();
        while (read != null) {
            fs.append(read + "\n");
            read = in.readLine();
        }
        fs.deleteCharAt(fs.length() - 1);
    }catch (Exception e){
        Log.d("ERROR-readingShader", "Could not read shader: " + e.getLocalizedMessage());
    }

    this.vShaderSource = vs.toString();
    this.fShaderSource = fs.toString();

    createProgram();
}

private void createProgram(){

    program = GLES20.glCreateProgram();
    if(program!=0){
        vertexShader = createShader(GLES20.GL_VERTEX_SHADER, vShaderSource);
        fragmentShader = createShader(GLES20.GL_FRAGMENT_SHADER, fShaderSource);

        GLES20.glAttachShader(program, vertexShader);
        GLES20.glAttachShader(program, fragmentShader);
        GLES20.glLinkProgram(program);
    }else{
        Log.e(TAG, "Couldn't create program.");
    }


}

private int createShader(int type, String source){
    int shader = GLES20.glCreateShader(type);
    if(shader!=0){
        GLES20.glShaderSource(shader, source);
        GLES20.glCompileShader(shader);
    }

    return shader;
}

public int getProgram(){
    return program;
}
package com.detour.raw;

import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;

import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLUtils;

public class Sprite {

//public static final int FRAME_WIDTH = 64;
//public static final int FRAME_HEIGHT = 64;
private static final String LOG_TAG = Sprite.class.getSimpleName();
Context mContext;
Bitmap bitmap;

private int textureLoc;
private int vertexLoc;
private int[] textures = new int[1];
//private int[] pixels;

/*private float textureCoordinates[] = {
        0.0f, 0.0f,
        0.0f, 1.0f,
        1.0f, 1.0f,
        1.0f, 0.0f};*/

private float vertices[] = {
          -1.0f,  1.0f,// 0.0f,
          -1.0f, -1.0f,// 0.0f,
           1.0f, -1.0f,// 0.0f,
           1.0f,  1.0f// 0.0f
           };

private short[] indices = {
        0, 1, 2,
        0, 2, 3};

private FloatBuffer vertexBuffer;
//private IntBuffer textureBuffer;
private ShortBuffer indexBuffer;

Shader shader;
int program;
String vShaderSource = "";
String fShaderSource = "";

public Sprite(Context context){

    mContext = context;

    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);

}

public void draw(GL10 gl) {

    GLES20.glDrawElements(GLES20.GL_TRIANGLES, indices.length, GLES20.GL_FLOAT, indexBuffer);

}

public void loadGLTexture(GL10 gl, Context context, int id){

    shader = new Shader(R.raw.sprite_vs, R.raw.sprite_fs, mContext);
    program = shader.getProgram();

    GLES20.glUseProgram(program);

    vertexLoc = GLES20.glGetAttribLocation(program, "a_position");
    textureLoc = GLES20.glGetUniformLocation(program, "u_texture"); //texture

    InputStream is = context.getResources().openRawResource(id);
    try {
        bitmap = BitmapFactory.decodeStream(is);
    } finally {
        try {
            is.close();
            is = null;
        } catch (IOException e) {
        }
    }

    //pixels = new int[(bitmap.getWidth()*bitmap.getHeight())];
    //bitmap.getPixels(pixels, 0, bitmap.getWidth(), 0, 0, bitmap.getWidth(), bitmap.getHeight());

    /*ByteBuffer byteBuf = ByteBuffer.allocateDirect(pixels.length * 4);
    byteBuf.order(ByteOrder.nativeOrder());
    textureBuffer = byteBuf.asIntBuffer();
    textureBuffer.put(pixels);
    textureBuffer.position(0);*/

    GLES20.glDeleteTextures(1, textures, 0);
    GLES20.glGenTextures(1, textures, 0);
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
    GLES20.glUniform1i(textureLoc, 0);

    GLES20.glEnableVertexAttribArray(vertexLoc);
    GLES20.glVertexAttribPointer(vertexLoc, 2, GLES20.GL_FLOAT, false, 0, vertexBuffer);

    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);

    //GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, FRAME_WIDTH, FRAME_HEIGHT, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, byteBuf);//(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
    GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);

    bitmap.recycle();
}

}
#version 110

attribute vec2 a_position;

varying vec2 v_texcoord;

void main()
{
    gl_Position = vec4(a_position, 0.0, 1.0);
    v_texcoord = a_position * vec2(0.5) + vec2(0.5);
}
#version 110

uniform sampler2D u_texture;

varying vec2 v_texcoord;

void main()
{
    gl_FragColor = texture2D(u_texture, v_texcoord);
}
片段(像素)着色器(sprite_fs.txt):

package com.detour.raw;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.graphics.Bitmap;
import android.opengl.GLES20;
import android.opengl.GLU;
import android.opengl.Matrix;
import android.opengl.GLSurfaceView;

public class GameRenderer implements GLSurfaceView.Renderer{

private static final String LOG_TAG = GameRenderer.class.getSimpleName();
Context mContext;
Bitmap bitmap;

private float red = 0.0f;
private float green = 0.0f;
private float blue = 0.0f;

Shader shader;
FPSCounter fps;
Sprite sprite;
Sprite sprite2;
int x = 0;
private float[] mProjMatrix = new float[16];
private float[] mVMatrix = new float[16];

//int[] vertexShader;
//int[] fragmentShader;
//int program;
//String vShaderSource = "";
//String fShaderSource = "";


public GameRenderer(Context context){
    mContext = context;

    //create objects/sprites
    sprite = new Sprite(mContext);
    sprite2 = new Sprite(mContext);
    fps = new FPSCounter();
}

@Override
public void onDrawFrame(GL10 gl) {

    GLES20.glClearColor(red, green, blue, 1.0f);
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    if(x>3){
        x=0;
    }
    if(x%2==0){
        sprite.draw(gl);
    }else{
        sprite2.draw(gl);
    }
    x++;

    fps.calculate();
    //fps.draw(gl);
}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {

    GLES20.glViewport(0, 0, width, height);
    float ratio = (float)(width/height);
    Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 0.5f, 10);
}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    // TODO Auto-generated method stub

    GLES20.glEnable(GLES20.GL_TEXTURE_2D);
    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
    GLES20.glClearDepthf(1.0f);
    GLES20.glDepthFunc(GLES20.GL_LEQUAL);
    GLES20.glDepthMask(true);
    GLES20.glEnable(GLES20.GL_CULL_FACE);
    GLES20.glCullFace(GLES20.GL_BACK);
    GLES20.glClearColor(red, green, blue, 1.0f);

    //load sprite/object textures (preferably loop through an array of all sprites).
    sprite.loadGLTexture(gl, mContext, R.drawable.raw1);
    sprite2.loadGLTexture(gl, mContext, R.drawable.raw2);

    Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5.0f, 0.0f, 0f, 0f, 0f, 0.0f, 0.0f);

    System.gc();
}

}
package com.detour.raw;

import java.io.BufferedReader;
import java.io.InputStream;
import java.io.InputStreamReader;

import android.content.Context;
import android.opengl.GLES20;
import android.util.Log;

public class Shader {

public static final String TAG = Shader.class.getSimpleName();  
int program;
int vertexShader;
int fragmentShader;

String vShaderSource;
String fShaderSource;

public Shader(){
    //blank constructor
    //createProgram();
}

public Shader(String vs_source, String fs_source){
    this.vShaderSource = vs_source;
    this.fShaderSource = fs_source;

    createProgram();
}

public Shader(int vs_source_id, int fs_source_id, Context context) {

    StringBuffer vs = new StringBuffer();
    StringBuffer fs = new StringBuffer();

    try{
        InputStream inputStream = context.getResources().openRawResource(vs_source_id);
        BufferedReader in = new BufferedReader(new InputStreamReader(inputStream));

        String read = in.readLine();
        while (read != null) {
            vs.append(read + "\n");
            read = in.readLine();
        }
        vs.deleteCharAt(vs.length() - 1);

        inputStream = context.getResources().openRawResource(fs_source_id);
        in = new BufferedReader(new InputStreamReader(inputStream));

        read = in.readLine();
        while (read != null) {
            fs.append(read + "\n");
            read = in.readLine();
        }
        fs.deleteCharAt(fs.length() - 1);
    }catch (Exception e){
        Log.d("ERROR-readingShader", "Could not read shader: " + e.getLocalizedMessage());
    }

    this.vShaderSource = vs.toString();
    this.fShaderSource = fs.toString();

    createProgram();
}

private void createProgram(){

    program = GLES20.glCreateProgram();
    if(program!=0){
        vertexShader = createShader(GLES20.GL_VERTEX_SHADER, vShaderSource);
        fragmentShader = createShader(GLES20.GL_FRAGMENT_SHADER, fShaderSource);

        GLES20.glAttachShader(program, vertexShader);
        GLES20.glAttachShader(program, fragmentShader);
        GLES20.glLinkProgram(program);
    }else{
        Log.e(TAG, "Couldn't create program.");
    }


}

private int createShader(int type, String source){
    int shader = GLES20.glCreateShader(type);
    if(shader!=0){
        GLES20.glShaderSource(shader, source);
        GLES20.glCompileShader(shader);
    }

    return shader;
}

public int getProgram(){
    return program;
}
package com.detour.raw;

import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;

import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLUtils;

public class Sprite {

//public static final int FRAME_WIDTH = 64;
//public static final int FRAME_HEIGHT = 64;
private static final String LOG_TAG = Sprite.class.getSimpleName();
Context mContext;
Bitmap bitmap;

private int textureLoc;
private int vertexLoc;
private int[] textures = new int[1];
//private int[] pixels;

/*private float textureCoordinates[] = {
        0.0f, 0.0f,
        0.0f, 1.0f,
        1.0f, 1.0f,
        1.0f, 0.0f};*/

private float vertices[] = {
          -1.0f,  1.0f,// 0.0f,
          -1.0f, -1.0f,// 0.0f,
           1.0f, -1.0f,// 0.0f,
           1.0f,  1.0f// 0.0f
           };

private short[] indices = {
        0, 1, 2,
        0, 2, 3};

private FloatBuffer vertexBuffer;
//private IntBuffer textureBuffer;
private ShortBuffer indexBuffer;

Shader shader;
int program;
String vShaderSource = "";
String fShaderSource = "";

public Sprite(Context context){

    mContext = context;

    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);

}

public void draw(GL10 gl) {

    GLES20.glDrawElements(GLES20.GL_TRIANGLES, indices.length, GLES20.GL_FLOAT, indexBuffer);

}

public void loadGLTexture(GL10 gl, Context context, int id){

    shader = new Shader(R.raw.sprite_vs, R.raw.sprite_fs, mContext);
    program = shader.getProgram();

    GLES20.glUseProgram(program);

    vertexLoc = GLES20.glGetAttribLocation(program, "a_position");
    textureLoc = GLES20.glGetUniformLocation(program, "u_texture"); //texture

    InputStream is = context.getResources().openRawResource(id);
    try {
        bitmap = BitmapFactory.decodeStream(is);
    } finally {
        try {
            is.close();
            is = null;
        } catch (IOException e) {
        }
    }

    //pixels = new int[(bitmap.getWidth()*bitmap.getHeight())];
    //bitmap.getPixels(pixels, 0, bitmap.getWidth(), 0, 0, bitmap.getWidth(), bitmap.getHeight());

    /*ByteBuffer byteBuf = ByteBuffer.allocateDirect(pixels.length * 4);
    byteBuf.order(ByteOrder.nativeOrder());
    textureBuffer = byteBuf.asIntBuffer();
    textureBuffer.put(pixels);
    textureBuffer.position(0);*/

    GLES20.glDeleteTextures(1, textures, 0);
    GLES20.glGenTextures(1, textures, 0);
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
    GLES20.glUniform1i(textureLoc, 0);

    GLES20.glEnableVertexAttribArray(vertexLoc);
    GLES20.glVertexAttribPointer(vertexLoc, 2, GLES20.GL_FLOAT, false, 0, vertexBuffer);

    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
    GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);

    //GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, FRAME_WIDTH, FRAME_HEIGHT, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, byteBuf);//(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
    GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);

    bitmap.recycle();
}

}
#version 110

attribute vec2 a_position;

varying vec2 v_texcoord;

void main()
{
    gl_Position = vec4(a_position, 0.0, 1.0);
    v_texcoord = a_position * vec2(0.5) + vec2(0.5);
}
#version 110

uniform sampler2D u_texture;

varying vec2 v_texcoord;

void main()
{
    gl_FragColor = texture2D(u_texture, v_texcoord);
}

如果你真的花时间看完这篇文章,那就太感谢你了!希望其他人将来也能将此作为自己的资源。

一些观察/问题:

  • 我不知道您是如何更改片段着色器的,但当前发布的版本需要精度说明符。只需添加:

    precision mediump float;
    
    到顶端,它应该会起作用。关于黑屏,这里有一些问题:

  • 当您将glClearColor更改为非黑色并注释掉所有绘图命令时,它仍然看起来是黑色的吗?如果是这样的话,那么你会遇到比纹理更大的问题

  • 第二,如果忽略纹理输出并尝试将每个精灵绘制为一个没有纹理数据的平面矩形,会得到什么结果?你应该能够在屏幕上看到一些彩色的矩形

  • 最后,在调用gldrawerelements之前,需要绑定纹理。(尽管在本例中这不重要,因为您尚未更改状态。)


  • 当给定错误的参数时,OpenGL显示黑色(或白色)纹理/屏幕是相当常见的。。。我不确定Android API是否通过异常处理此问题,但在编译和链接着色器时,您应该始终打印信息日志。显然,GLES20.getShaderInfoLog()和GLES20.getProgramInfoLog()确实已经包装好了,所以试着调用它们,看看它是否在抱怨着色器中的某些内容。很好的建议。getProgramInfo给了我一条信息:“无效的顶点着色器。无效的片段着色器。链接无法继续。”所以我假设我的着色器不正确。我会重写的,看起来不错。我想知道是否不支持“版本110”?OpenGL ES 2.0在这方面可能不向后兼容。我只是尝试删除了那一行,但得到了相同的结果:/You's welcome:)周末休息前还有两件事:1)确保正确读取文件,在
    toString
    之后打印出来;2) 我不确定您是否正确处理了顶点属性;在任何情况下,我建议首先尝试一种更简单的着色器,例如
    gl_Position=fttransform()
    gl_FragColor=vec(1.0),然后继续从那里添加功能,直到它中断。祝你好运我现在正在尝试这些解决方案,但是我需要两个着色器的精度说明符还是只需要片段着色器?只需要片段着色器。顶点着色器附带默认精度说明符。如果您是从GL ES 1.0移植代码,我想这是您的主要问题。其他两件事只是你应该做的测试来帮助你弄清楚到底发生了什么,最后一件事在这种情况下可能不是问题,尽管它可能会在以后搞砸。哦!在OpenGLES2中不需要这些。对纹理调用“绑定”会自动设置纹理状态。注释该行。对于抽屉元素中的类型,需要将索引更改为无符号字节或无符号短。看:第二张图片的唯一显示就是我刚才说的。绘制精灵时需要重新绑定纹理,否则它将只绘制绑定到GPU的最后一个纹理。