Java Android openGL示例给出了一个空白屏幕
我刚刚在galaxy s3上尝试了developer.android.com的原始OpenGL示例代码,它只给了我一个空白屏幕!我改变了清晰的颜色和屏幕背景,但我仍然看不到任何三角形或正方形的代码指示 为了验证GPU的任何问题,我从play store运行了一些编译过的应用程序,所有这些应用程序都运行良好 然后,我在教程之后尝试使用自己的gl代码,它再次给出了一个空白屏幕,然后我尝试了第三方示例代码,猜猜又是什么空白屏幕 到底怎么了德国劳埃德船级社似乎除了背景色什么都不画 下面是我使用的android示例代码的链接 这是密码Java Android openGL示例给出了一个空白屏幕,java,android,opengl-es,Java,Android,Opengl Es,我刚刚在galaxy s3上尝试了developer.android.com的原始OpenGL示例代码,它只给了我一个空白屏幕!我改变了清晰的颜色和屏幕背景,但我仍然看不到任何三角形或正方形的代码指示 为了验证GPU的任何问题,我从play store运行了一些编译过的应用程序,所有这些应用程序都运行良好 然后,我在教程之后尝试使用自己的gl代码,它再次给出了一个空白屏幕,然后我尝试了第三方示例代码,猜猜又是什么空白屏幕 到底怎么了德国劳埃德船级社似乎除了背景色什么都不画 下面是我使用的andr
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.android.opengl;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.opengl.GLES20;
/**
* A two-dimensional triangle for use as a drawn object in OpenGL ES 2.0.
*/
public class Triangle {
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;" +
"void main() {" +
// the matrix must be included as a modifier of gl_Position
// Note that the uMVPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
" gl_Position = uMVPMatrix * vPosition;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private final FloatBuffer vertexBuffer;
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 triangleCoords[] = {
// in counterclockwise order:
5.0f, 0.622008459f, 0.0f, // top
-5.5f, -0.311004243f, 0.0f, // bottom left
5.5f, -0.311004243f, 0.0f // bottom right
};
private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 0.0f };
/**
* Sets up the drawing object data for use in an OpenGL ES context.
*/
public Triangle() {
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (number of coordinate values * 4 bytes per float)
triangleCoords.length * 4);
// use the device hardware's native byte order
bb.order(ByteOrder.nativeOrder());
// create a floating point buffer from the ByteBuffer
vertexBuffer = bb.asFloatBuffer();
// add the coordinates to the FloatBuffer
vertexBuffer.put(triangleCoords);
// set the buffer to read the first coordinate
vertexBuffer.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);
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
}
/**
* Encapsulates the OpenGL ES instructions for drawing this shape.
*
* @param mvpMatrix - The Model View Project matrix in which to draw
* this shape.
*/
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);
// 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");
MyGLRenderer.checkGlError("glGetUniformLocation");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
MyGLRenderer.checkGlError("glUniformMatrix4fv");
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}
/*
* Copyright (C) 2011 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.android.opengl;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.util.Log;
/**
* Provides drawing instructions for a GLSurfaceView object. This class
* must override the OpenGL ES drawing lifecycle methods:
* <ul>
* <li>{@link android.opengl.GLSurfaceView.Renderer#onSurfaceCreated}</li>
* <li>{@link android.opengl.GLSurfaceView.Renderer#onDrawFrame}</li>
* <li>{@link android.opengl.GLSurfaceView.Renderer#onSurfaceChanged}</li>
* </ul>
*/
public class MyGLRenderer implements GLSurfaceView.Renderer {
private static final String TAG = "MyGLRenderer";
private Triangle mTriangle;
private Square mSquare;
// mMVPMatrix is an abbreviation for "Model View Projection Matrix"
private final float[] mMVPMatrix = new float[16];
private final float[] mProjectionMatrix = new float[16];
private final float[] mViewMatrix = new float[16];
private final float[] mRotationMatrix = new float[16];
private float mAngle;
@Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
// Set the background frame color
GLES20.glClearColor(0.0f, 0.0f, 0.2f, 1.0f);
mTriangle = new Triangle();
mSquare = new Square();
}
@Override
public void onDrawFrame(GL10 unused) {
float[] scratch = new float[16];
// Draw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
// Set the camera position (View matrix)
Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);
// Draw square
mSquare.draw(mMVPMatrix);
// Create a rotation for the triangle
// Use the following code to generate constant rotation.
// Leave this code out when using TouchEvents.
// long time = SystemClock.uptimeMillis() % 4000L;
// float angle = 0.090f * ((int) time);
Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, 1.0f);
// Combine the rotation matrix with the projection and camera view
// Note that the mMVPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);
// Draw triangle
mTriangle.draw(scratch);
}
@Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
// Adjust the viewport based on geometry changes,
// such as screen rotation
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
// this projection matrix is applied to object coordinates
// in the onDrawFrame() method
Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
/**
* Utility method for compiling a OpenGL shader.
*
* <p><strong>Note:</strong> When developing shaders, use the checkGlError()
* method to debug shader coding errors.</p>
*
* @param type - Vertex or fragment shader type.
* @param shaderCode - String containing the shader code.
* @return - Returns an id for the shader.
*/
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;
}
/**
* Utility method for debugging OpenGL calls. Provide the name of the call
* just after making it:
*
* <pre>
* mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
* MyGLRenderer.checkGlError("glGetUniformLocation");</pre>
*
* If the operation is not successful, the check throws an error.
*
* @param glOperation - Name of the OpenGL call to check.
*/
public static void checkGlError(String glOperation) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
Log.e(TAG, glOperation + ": glError " + error);
throw new RuntimeException(glOperation + ": glError " + error);
}
}
/**
* Returns the rotation angle of the triangle shape (mTriangle).
*
* @return - A float representing the rotation angle.
*/
public float getAngle() {
return mAngle;
}
/**
* Sets the rotation angle of the triangle shape (mTriangle).
*/
public void setAngle(float angle) {
mAngle = angle;
}
}
*
*根据Apache许可证2.0版(以下简称“许可证”)获得许可;
*除非遵守许可证,否则不得使用此文件。
*您可以通过以下方式获得许可证副本:
*
* http://www.apache.org/licenses/LICENSE-2.0
*
*除非适用法律要求或书面同意,软件
*根据许可证进行的分发是按“原样”进行分发的,
*无任何明示或暗示的保证或条件。
*请参阅许可证以了解管理权限和权限的特定语言
*许可证下的限制。
*/
包com.example.android.opengl;
导入java.nio.ByteBuffer;
导入java.nio.ByteOrder;
导入java.nio.FloatBuffer;
导入android.opengl.GLES20;
/**
*在OpenGL ES 2.0中用作绘制对象的二维三角形。
*/
公共阶级三角{
私有最终字符串vertexShaderCode=
//这个矩阵成员变量提供了一个钩子来操作
//使用此顶点着色器的对象的坐标
“统一mat4 UMVP矩阵;”+
“属性向量4位置;”+
“void main(){”+
//矩阵必须包含为gl_位置的修改器
//请注意,uMVPMatrix因子*必须是顺序中的第一个*
//为使矩阵乘法乘积正确。
“gl_Position=uMVPMatrix*vpposition;”+
"}";
私有最终字符串碎片ShaderCode=
“精密中泵浮动;”+
“统一vec4彩色;”+
“void main(){”+
“gl_FragColor=vColor;”+
"}";
私有最终FloatBuffer vertexBuffer;
私人期末考试程序;
私有int-mPositionHandle;
米科洛汉德尔私人酒店;
私有int mMVPMatrixHandle;
//此数组中每个顶点的坐标数
每个顶点的静态最终整数坐标=3;
静态浮点三角形坐标[]={
//按逆时针顺序:
5.0f,0.622008459f,0.0f,//顶部
-5.5f,-0.311004243f,0.0f,//左下角
5.5f,-0.311004243f,0.0f//右下角
};
私有最终int vertexCount=三角形坐标。长度/每个顶点坐标;
private final int vertexStride=COORDS\u PER\u VERTEX*4;//每个顶点4字节
浮动颜色[]={0.63671875f,0.76953125f,0.22265625f,0.0f};
/**
*设置图形对象数据以在OpenGL ES上下文中使用。
*/
公共三角(){
//初始化形状坐标的顶点字节缓冲区
ByteBuffer bb=ByteBuffer.allocateDirect(
//(坐标值的数量*4字节/浮点)
三角形坐标。长度*4);
//使用设备硬件的本机字节顺序
bb.order(ByteOrder.nativeOrder());
//从ByteBuffer创建浮点缓冲区
vertexBuffer=bb.asFloatBuffer();
//将坐标添加到浮动缓冲区
vertexBuffer.put(三角坐标);
//设置缓冲区以读取第一个坐标
顶点缓冲区位置(0);
//准备着色器和OpenGL程序
int vertexShader=MyGLRenderer.loadShader(
GLES20.GL_顶点着色器,vertexShaderCode);
int fragmentShader=MyGLRenderer.loadShader(
GLES20.GL_FRAGMENT_着色器,fragmentShaderCode);
mProgram=GLES20.glCreateProgram();//创建空的OpenGL程序
GLES20.glAttachShader(mProgram,vertexShader);//将顶点着色器添加到程序中
GLES20.glAttachShader(mProgram,fragmentShader);//将片段着色器添加到程序中
GLES20.glLinkProgram(mProgram);//创建OpenGL程序可执行文件
}
/**
*封装用于绘制此形状的OpenGL ES说明。
*
*@param mvpMatrix-要在其中绘制的模型视图项目矩阵
*这个形状。
*/
公共作废提取(浮动[]MVP矩阵){
//将程序添加到OpenGL环境中
GLES20.glUseProgram(mProgram);
//获取顶点着色器的vPosition成员的句柄
mPositionHandle=GLES20.glGetAttriblLocation(mProgram,“vPosition”);
//启用三角形顶点的控制柄
GLES20.GlenableVertexAttributeArray(mPositionHandle);
//准备三角形坐标数据
GLES20.GlvertexAttribute指针(
位置句柄,每个顶点的坐标,
GLES20.GL_浮动,错误,
vertexStride,vertexBuffer);
//获取片段着色器的vColor成员的句柄
mColorHandle=GLES20.glGetUniformLocation(mProgram,“vColor”);
//设置绘制三角形的颜色
GLES20.glUniform4fv(McColorhandle,1,颜色,0);
//获取形状变换矩阵的句柄
mMVPMatrixHandle=GLES20.glGetUniformLocation(mProgram,“uMVPMatrix”);
MyGLRenderer.checklerror(“glGetUniformLocation”);
//应用投影和视图变换
GLES20.GluniformMatrixHandle,1,false,mvpMatrix,0;
MyGLRenderer.checklerror(“glUniformMatrix4fv”);
//画三角形
GLES20.GlDrawArray(GLES20.GL_三角形,0,顶点计数);
//禁用