Java opengl es 2.0中的立方体着色

Java 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

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 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;
}