Java opengl es 2.0中的立方体着色
我正在尝试在android上使用OpenGL 2.0绘制一个立方体。然而,它似乎不工作的权利。这就是结果 这是我的密码 javaJava opengl es 2.0中的立方体着色,java,android,opengl-es,Java,Android,Opengl Es,我正在尝试在android上使用OpenGL 2.0绘制一个立方体。然而,它似乎不工作的权利。这就是结果 这是我的密码 java package com.example.android.opengl; /** * Created by duykq57hotmail.com on 3/6/2016. */ import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import
package com.example.android.opengl;
/**
* Created by duykq57hotmail.com on 3/6/2016.
*/
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 Cube {
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 vec4 aColor;" +
//"uniform vec4 vColor;" +
"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;" +
//" vColor = aColor;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private final FloatBuffer vertexBuffer;
private final FloatBuffer colorBuffer;
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 final int COLORS_PER_VERTEX = 4;
static float triangleCoords[] = {
// Front face
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
// Right face
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
// Back face
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
// Left face
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
// Top face
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
// Bottom face
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
};
float color[] = { 0f, 0.5273f, 0.2656f, 1.0f,
0f, 0.5273f, 0.2656f, 1.0f,
0f, 0.5273f, 0.2656f, 1.0f,
0f, 0.5273f, 0.2656f, 1.0f,
0f, 0.5273f, 0.2656f, 1.0f,
0f, 0.5273f, 0.2656f, 1.0f,
// right, blue
0.0f, 0.3398f, 0.9023f, 1.0f,
0.0f, 0.3398f, 0.9023f, 1.0f,
0.0f, 0.3398f, 0.9023f, 1.0f,
0.0f, 0.3398f, 0.9023f, 1.0f,
0.0f, 0.3398f, 0.9023f, 1.0f,
0.0f, 0.3398f, 0.9023f, 1.0f,
// back, also green
0f, 0.5273f, 0.2656f, 1.0f,
0f, 0.5273f, 0.2656f, 1.0f,
0f, 0.5273f, 0.2656f, 1.0f,
0f, 0.5273f, 0.2656f, 1.0f,
0f, 0.5273f, 0.2656f, 1.0f,
0f, 0.5273f, 0.2656f, 1.0f,
// left, also blue
0.0f, 0.3398f, 0.9023f, 1.0f,
0.0f, 0.3398f, 0.9023f, 1.0f,
0.0f, 0.3398f, 0.9023f, 1.0f,
0.0f, 0.3398f, 0.9023f, 1.0f,
0.0f, 0.3398f, 0.9023f, 1.0f,
0.0f, 0.3398f, 0.9023f, 1.0f,
// top, red
0.8359375f, 0.17578125f, 0.125f, 1.0f,
0.8359375f, 0.17578125f, 0.125f, 1.0f,
0.8359375f, 0.17578125f, 0.125f, 1.0f,
0.8359375f, 0.17578125f, 0.125f, 1.0f,
0.8359375f, 0.17578125f, 0.125f, 1.0f,
0.8359375f, 0.17578125f, 0.125f, 1.0f,
// bottom, also red
0.8359375f, 0.17578125f, 0.125f, 1.0f,
0.8359375f, 0.17578125f, 0.125f, 1.0f,
0.8359375f, 0.17578125f, 0.125f, 1.0f,
0.8359375f, 0.17578125f, 0.125f, 1.0f,
0.8359375f, 0.17578125f, 0.125f, 1.0f,
0.8359375f, 0.17578125f, 0.125f, 1.0f, };
private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
private final int colorStride = COLORS_PER_VERTEX*4;
/**
* Sets up the drawing object data for use in an OpenGL ES context.
*/
public Cube() {
// 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);
ByteBuffer bb2 = ByteBuffer.allocateDirect(
// (number of coordinate values * 4 bytes per float)
color.length * 4);
// use the device hardware's native byte order
bb2.order(ByteOrder.nativeOrder());
// create a floating point buffer from the ByteBuffer
colorBuffer = bb2.asFloatBuffer();
// add the coordinates to the FloatBuffer
colorBuffer.put(color);
// set the buffer to read the first coordinate
colorBuffer.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,
0, vertexBuffer);
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
// Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// mColorHandle = GLES20.glGetAttribLocation(mProgram, "aColor");
// GLES20.glEnableVertexAttribArray(mColorHandle);
// GLES20.glVertexAttribPointer(
// mColorHandle, COLORS_PER_VERTEX,
// GLES20.GL_FLOAT, false,
// 0, colorBuffer);
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);
}
}
MyGLRenderer.java
/*
* 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;
private Cube mCube;
@Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
// Set the background frame color
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
mTriangle = new Triangle();
mSquare = new Square();
mCube = new Cube();
}
@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, 2, 2, -6, 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);
mCube.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;
}
}
/*
*版权所有(C)2011安卓开源项目
*
*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javax.microedition.khronos.egl.EGLConfig;
导入javax.microedition.khronos.opengles.GL10;
导入android.opengl.GLES20;
导入android.opengl.GLSurfaceView;
导入android.opengl.Matrix;
导入android.util.Log;
/**
*提供GLSURFACHEVIEW对象的绘图说明。这个班
*必须覆盖OpenGL ES图形生命周期方法:
*
*- {@link android.opengl.GLSurfaceView.Renderer#onSurfaceCreated}
*- {@link android.opengl.GLSurfaceView.Renderer#onDrawFrame}
*- {@link android.opengl.GLSurfaceView.Renderer#onSurfaceChanged}
*
*/
公共类MyGLRenderer实现GLSurfaceView.Renderer{
私有静态最终字符串标记=“MyGLRenderer”;
私人三角三角;
私人广场;
//mMVPMatrix是“模型视图投影矩阵”的缩写
私有最终浮动[]mMVPMatrix=新浮动[16];
私有最终浮动[]mProjectionMatrix=新浮动[16];
私有最终浮动[]mViewMatrix=新浮动[16];
私有最终浮动[]mRotationMatrix=新浮动[16];
私人浮动式轧钢机;
私有多维数据集;
@凌驾
已创建Surface上的公共void(GL10未使用,EGLConfig配置){
//设置背景框颜色
GLES20.glClearColor(0.0f,0.0f,0.0f,1.0f);
mTriangle=新三角形();
mSquare=new Square();
mCube=新立方体();
}
@凌驾
公共框架(GL10未使用){
浮动[]划痕=新浮动[16];
//绘制背景色
GLES20.glClear(GLES20.GL_颜色_缓冲_位| GLES20.GL_深度_缓冲_位);
//设置相机位置(视图矩阵)
矩阵.setLookAtM(mViewMatrix,0,2,2,-6,0f,0f,0f,1.0f,0.0f);
//计算投影和视图变换
多矩阵(mMVPMatrix,0,mProjectionMatrix,0,mViewMatrix,0);
//画正方形
//mSquare.draw(mMVPMatrix);
mCube.draw(mMVPMatrix);
//为三角形创建旋转
//使用以下代码生成恒定旋转。
//使用TouchEvents时,请忽略此代码。
//长时间=SystemClock.uptimeMillis()%4000L;
//浮动角度=0.090f*((int)时间);
矩阵.setRotateM(旋转矩阵,0,mAngle,0,0,1.0f);
//将旋转矩阵与投影视图和摄影机视图相结合
//请注意,mMVPMatrix因子*必须按顺序排在第一位*
//为使矩阵乘法乘积正确。
矩阵.multiplyMM(划痕,0,mMVPMatrix,0,mRotationMatrix,0);
//画三角形
//mTriangle.draw(划痕);
}
@凌驾
表面上的公共空隙已更改(GL10未使用、整型宽度、整型高度){
//根据几何体更改调整视口,
//例如屏幕旋转
GLES20.glViewport(0,0,宽度,高度);
浮动比率=(浮动)宽度/高度;
//该投影矩阵应用于对象坐标
//在onDrawFrame()方法中
平截头体(mProjectionMatrix,0,-比率,比率,-1,1,3,7);
}
/**
*用于编译OpenGL着色器的实用方法。
*
*注意:开发着色器时,请使用checkleror()命令
*方法来调试着色器编码错误
*
*@param type-顶点或碎片着色器类型。
*@param shaderCode-包含着色器代码的字符串。
*@return-返回着色器的id。
*/
公共静态int loadShader(int类型,字符串shaderCode){
//创建顶点着色器类型(GLES20.GL_vertex_着色器)
//或片段着色器类型(GLES20.GL_fragment_着色器)
int shader=GLES20.glCreateShader(类型);
//将源代码添加到着色器并编译它
glShaderSource(着色器,着色器代码);
GLES20.glCompileShader(着色器);
返回着色器;
}
/**
*调试OpenGL调用的实用方法。提供调用的名称
*制作完成后:
*
*
*mColorHandle=GLES20.glGetUniformLocation(mProgram,“vColor”);
*MyGLRenderer.checklerror(“glGetUniformLocation”);
*
*如果操作不成功,检查将抛出错误。
*
*@param glOperation-要检查的OpenGL调用的名称。
*/
公共静态无效检查错误(字符串glOperation){
整数误差;
而((error=GLES20.glGetError())!=GLES20.GL\u无错误){
Log.e(标记,glOperation+”:glError“+错误);
抛出新的运行时异常(glOperation+“:glError”+错误);
}
}
/**
*返回三角形形状(mTriangle)的旋转角度。
*
*@return-表示旋转角度的浮点。
*/
公共浮点getAngle(){
回料槽;
}
/**
*设置三角形形状(mTriangle)的旋转角度。
*/
公共空隙设置角度(浮动角度){
裂口=角度;
}
}
你能帮我解决这个问题吗?非常感谢我想你希望立方体的每个面都是一个
attribute vec4 vColor;
varying vec4 vColorVarying;
void main() {
// other shader code ...
vColorVarying = vColor;
}
varying vec4 vColorVarying;
void main() {
gl_FragColor = vColorVarying;
}