嗨,我是OpenGL的新手,我試圖找到一種方法來爲繪製對象(如三角形提供某種類型的ID)。通過這種方式,我可以調用Id併爲其提供動態以及廣告觸摸事件。OpenGL ES 3.0通過引用調用對象添加引力和OnCLick事件
我不確定這是否是正確的方式,或者有更好的方法來做到這一點。我有物品,但不知道如何打電話給他們,並給他們動議或onClick事件。然而,我環顧了很多方式似乎已經過時,並且不工作或者鏈接現在已經死了。
我有一個渲染這樣:
public class MyGLRenderer implements GLSurfaceView.Renderer {
private Triangle mTriangle;
// Called once to set up the view's opengl es environment
public void onSurfaceCreated(GL10 unused, EGLConfig config){
//Set the background frame color
GLES30.glClearColor(255.0f,255.0f,255.0f,0.0f);
mTriangle = new Triangle();
}
// Called for each redraw of the view
public void onDrawFrame(GL10 gl){
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
//Redraw background color
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
mTriangle.draw();
}
// Called if the geometry of the view changes (example is when the screen orientation changes from landscape to portrait
public void onSurfaceChanged(GL10 unused, int width, int height){
// Called if the geometry of the viewport changes
GLES30.glViewport(0, 0, width, height);
}
public static int loadShader(int type, String shaderCode){
// create a vertex shader type (GLES30.GL_VERTEX_SHADER)
// or a fragment shader type (GLES30.GL_FRAGMENT_SHADER)
int shader = GLES30.glCreateShader(type);
// add the source code to the shader and compile it
GLES30.glShaderSource(shader, shaderCode);
GLES30.glCompileShader(shader);
return shader;
}
}
表面觀爲這樣的:
public class MyGLSurfaceView extends GLSurfaceView {
private final MyGLRenderer mRenderer;
public MyGLSurfaceView(Context context, AttributeSet attrs){
super(context, attrs);
//Create an OpenGl 3.0 context
setEGLContextClientVersion(3);
mRenderer = new MyGLRenderer();
//Set the Renderer for drawing on the GLSurfaceView
setRenderer(mRenderer);
//Render the view only when there is a change in the drawing data
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
}
和三角形類這樣:
public class Triangle {
private FloatBuffer vertexBuffer;
private final String vertexShaderCode =
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = vPosition;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private final int mProgram;
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static float triangleCoords[] = { // in counterclockwise order:
0.0f, 0.622008459f, 0.0f, // top
-0.5f, -0.311004243f, 0.0f, // bottom left
0.5f, -0.311004243f, 0.0f // bottom right
};
// Set color with red, green, blue and alpha (opacity) values
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };
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);
int vertexShader = MyGLRenderer.loadShader(GLES30.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = MyGLRenderer.loadShader(GLES30.GL_FRAGMENT_SHADER,
fragmentShaderCode);
// create empty OpenGL ES Program
mProgram = GLES30.glCreateProgram();
// add the vertex shader to program
GLES30.glAttachShader(mProgram, vertexShader);
// add the fragment shader to program
GLES30.glAttachShader(mProgram, fragmentShader);
// creates OpenGL ES program executables
GLES30.glLinkProgram(mProgram);
}
private int mPositionHandle;
private int mColorHandle;
private final int vertexCount = triangleCoords.length/COORDS_PER_VERTEX;
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
public void draw() {
// Add program to OpenGL ES environment
GLES30.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
mPositionHandle = GLES30.glGetAttribLocation(mProgram, "vPosition");
// Enable a handle to the triangle vertices
GLES30.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
GLES30.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES30.GL_FLOAT, false,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
mColorHandle = GLES30.glGetUniformLocation(mProgram, "vColor");
// Set color for drawing the triangle
GLES30.glUniform4fv(mColorHandle, 1, color, 0);
// Draw the triangle
GLES30.glDrawArrays(GLES30.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES30.glDisableVertexAttribArray(mPositionHandle);
}
我想事做如下:
drawnTriangleObject_ID.Add重心下移或向上
drawnTriangleObject_ID.OnClick(//做一些點擊該對象時)
任何幫助是極大的讚賞。預先感謝您:)
你有沒有可能給出一個使用數組單擊的例子?現在我找到了一種使用顏色選擇的方法,但即使整個traingle是綠色,顏色值也不會相加。不知道爲什麼 – L1ghtk3ira
如果你能以某種方式幫助那個或顏色選擇id愛標記這個答案正確的,因爲ut回答這個問題的兩個部分:) – L1ghtk3ira
@ L1ghtk3ira http://www.lighthouse3d.com/tutorials/opengl-selection-教程/ –