Java 使用GLVertexAttributePointer和GLDrawerElements从压缩顶点缓冲区绘制

Java 使用GLVertexAttributePointer和GLDrawerElements从压缩顶点缓冲区绘制,java,android,opengl-es-2.0,shader,Java,Android,Opengl Es 2.0,Shader,我有一个压缩的顶点缓冲区,其中包含位置坐标以及{X,Y,Z,R,G,B,a}格式的顶点颜色值 当我通过取出a_color属性并为gl_FragColor硬编码一个vec4值来更改片段着色器时,我能够使用硬编码的颜色正确显示矩形,但我无法将color vec4属性传递到片段着色器中(在该场景中不会显示矩形) 在OpenGL ES 2.0中,使用GLVertexAttributePointer(…)和GLDrawerElements(…)从压缩顶点缓冲区绘制的正确方法是什么 请参见下面的我的代码:

我有一个压缩的顶点缓冲区,其中包含位置坐标以及{X,Y,Z,R,G,B,a}格式的顶点颜色值

当我通过取出a_color属性并为gl_FragColor硬编码一个vec4值来更改片段着色器时,我能够使用硬编码的颜色正确显示矩形,但我无法将color vec4属性传递到片段着色器中(在该场景中不会显示矩形)

在OpenGL ES 2.0中,使用GLVertexAttributePointer(…)和GLDrawerElements(…)从压缩顶点缓冲区绘制的正确方法是什么

请参见下面的我的代码:

public class GameRenderer implements Renderer {
    public static final int POS_SZ = 3;
    public static final int COL_SZ = 4;
    public static final int FLOAT_SZ = 4;
    public static final int SHORT_SZ = 2;

    private FloatBuffer gridVB;
    private ShortBuffer gridIndices;
    int programCode, paPositionHandle, paColorHandle, puMVPMatrixHandle;

    private final String vertexShaderCode =
        "uniform mat4 u_MVPMatrix;  \n" +
        "attribute vec4 a_Position; \n" +
        "void main(){               \n" +
        " gl_Position = u_MVPMatrix * a_Position;   \n" +
        "} \n";

    private String fragmentShaderCode = 
        "precision mediump float;   \n" +
        "attribute vec4 a_Color; \n" +
        "void main(){               \n" +
        " gl_FragColor = a_Color;   \n" +
        "}                          \n";

    public void staticGrid() {
        float vertexArray[] = {
            -0.75f, 0.75f, 0.0f,        // position
            0.0f, 0.0f, 1.0f, 1.0f,     // colour
            0.75f, 0.75f, 0.0f,
            0.0f, 0.0f, 1.0f, 1.0f,
            0.75f, -0.75f, 0.0f,
            0.0f, 0.0f, 1.0f, 1.0f,
            -0.75f, -0.75f, 0.0f,
            0.0f, 0.0f, 1.0f, 1.0f
        };

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

        ByteBuffer vbb = ByteBuffer.allocateDirect(vertexArray.length * FLOAT_SZ);
        vbb.order(ByteOrder.nativeOrder());
        gridVB = vbb.asFloatBuffer();
        gridVB.put(vertexArray);
        gridVB.position(0);

        ByteBuffer ibb = ByteBuffer.allocateDirect(indicesArray.length * SHORT_SZ);
        ibb.order(ByteOrder.nativeOrder());
        gridIndices = ibb.asShortBuffer();
        gridIndices.put(indicesArray);
        gridIndices.position(0);
    }

    public void onSurfaceCreated(GL10 unused, EGLConfig arg1) {
        GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
        staticGrid();
        int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
        int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
        programCode = GLES20.glCreateProgram();
        GLES20.glAttachShader(programCode, vertexShader);
        GLES20.glAttachShader(programCode, fragmentShader);
        GLES20.glLinkProgram(programCode);

        paPositionHandle = GLES20.glGetAttribLocation(programCode, "a_Position");
        paColorHandle = GLES20.glGetAttribLocation(programCode, "a_Color");
        puMVPMatrixHandle = GLES20.glGetUniformLocation(programCode, "u_MVPMatrix");
    }

    public void onDrawFrame(GL10 unused) {
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
        GLES20.glUseProgram(programCode);

        int stride = (POS_SZ + COL_SZ) * FLOAT_SZ;
        int indices_cnt = 6;

        gridVB.position(0);
        GLES20.glEnableVertexAttribArray(paPositionHandle);
        GLES20.glVertexAttribPointer(paPositionHandle, POS_SZ, GLES20.GL_FLOAT, false, stride, gridVB);

        gridVB.position(POS_SZ);
        GLES20.glEnableVertexAttribArray(paColorHandle);
        GLES20.glVertexAttribPointer(paColorHandle, COL_SZ, GLES20.GL_FLOAT, false, stride, gridVB);

        // matrix manipulation ...

        GLES20.glDrawElements(GLES20.GL_TRIANGLES, indices_cnt, GLES20.GL_UNSIGNED_SHORT, gridIndices);
    }
}

片段着色器不使用属性。属性是逐顶点值,片段着色器对此一无所知。您要做的是将颜色作为顶点着色器的
属性
,然后使用
变量
将颜色传递给片段着色器

另外,请开始对着色器使用错误检查,当您出现以下错误时,它会告诉您:

(检查总账链接状态)

(检查总账编译状态)