好了,經過良好的睡眠和應用有關正交投影RedOrav的意見,我沒有更多的瀏覽到它,得到它的工作!
通過RedOrav給出的代碼片段做實際工作,但是切換到正交投影我仍然繪製正方形和三角形小寬度0.15f後。幾乎不可見,因爲它的寬度小於1個像素!
改變背景/平方米/三角形代碼的東西更合理(30.0f)後,他們發現了!
與碼多一點玩耍了,並得到了妥善安置工作。我已經將代碼提交給bitbucket供那些想查看項目工作副本的人使用。
爲什麼我需要G.getYPos原因()是因爲底部座標= 0,並且頂部是屏幕高度。無法找到一種更好的方式來顛倒它,而不會顛倒所有的紋理。
重要的初始化部分是:
全球幫手
public class G {
public static float ratio;
public static int width, height;
/** The texture pointer */
public static int[] textures = new int[3];
final static int TEXTURE_DEFAULT = 0;
final static int TEXTURE_BG = 1;
final static int TEXTURE_ANDROID = 2;
final static int TEXTURE_TURTLE = 3;
/**
* Since (bottom = 0, top = height), we need to invert the values so they make sense logically.
*/
public static int getYPos(int top) {
return G.height - top;
}
}
渲染器類
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
this.loadGLTextures(gl);
gl.glClearColor(1.0f, 0.0f, 0.0f, 1.0f); //Red Background
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
// Save these for global use.
G.width = width;
G.height = height;
G.ratio = (float) width/height;
// Set up orthogonal viewport and make adjustments for screen ratio
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, 0, width, 0, height); // The parameters are weird but bottom = 0 so we need an inverter function G.
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
// Start setting up the constructs we need
bg = new Background();
squares = new ArrayList<Square>();
squares.add(new Square(width/2, G.getYPos(0))); // middle/top of the screen
squares.add(new Square(width/2, G.height /2)); // center of the screen
triangles = new ArrayList<Triangle>();
triangles.add(new Triangle(0, G.getYPos(0))); // top left
triangles.add(new Triangle(width, G.getYPos(height))); // bottom right
triangles.add(new Triangle(width /2, height /2)); // middle
}
@Override
public void onDrawFrame(GL10 gl) {
// Clear the screen
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
bg.draw(gl);
for (Square s : squares) {
s.draw(gl);
}
// Draw correctly scaled triangles
for (Triangle t : triangles) {
t.draw(gl);
}
try {
Thread.sleep(400);
}
catch (InterruptedException e) {
}
}
/**
* Loads the textures up.
*/
public void loadGLTextures(GL10 gl) {
int[] texture_map = new int[] { R.drawable.bg_game, R.drawable.ic_launcher };
Bitmap bitmap;
// generate one texture pointer, keep 0 as blank/default
gl.glGenTextures(texture_map.length, G.textures, 0);
for (int i = 0; i < texture_map.length; i++) {
// loading texture
bitmap = BitmapFactory.decodeResource(context.getResources(), texture_map[i]);
// ...and bind it to our array
gl.glBindTexture(GL10.GL_TEXTURE_2D, G.textures[i +1]);
// create nearest filtered texture
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
// Use Android GLUtils to specify a two-dimensional texture image from our bitmap
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
// Clean up
bitmap.recycle();
}
}
背景類 p
ublic class Background {
private FloatBuffer vertexBuffer; // buffer holding the vertices
private float vertices[] = {
-1.0f, -1.0f, 0.0f, // V1 - bottom left
-1.0f, 1.0f, 0.0f, // V2 - top left
1.0f, -1.0f, 0.0f, // V3 - bottom right
1.0f, 1.0f, 0.0f // V4 - top right
};
private FloatBuffer textureBuffer; // buffer holding the texture coordinates
private float texture[] = {
// Mapping coordinates for the vertices
0.0f, 1.0f, // top left (V2)
0.0f, 0.0f, // bottom left (V1)
1.0f, 1.0f, // top right (V4)
1.0f, 0.0f // bottom right (V3)
};
public Background() {
// Recalculate the vertices so they fit the screen
vertices[0] = 0; // v1 left
vertices[1] = G.height; // v1 bottom
vertices[3] = 0; // v2 left
vertices[4] = 0; // v2 top
vertices[6] = G.width; // v3 right
vertices[7] = G.height; // v3 bottom
vertices[9] = G.width; // v4 right
vertices[10] = 0; // v4 top
// a float has 4 bytes so we allocate for each coordinate 4 bytes
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
// allocates the memory from the byte buffer
vertexBuffer = byteBuffer.asFloatBuffer();
// fill the vertexBuffer with the vertices
vertexBuffer.put(vertices);
// set the cursor position to the beginning of the buffer
vertexBuffer.position(0);
byteBuffer = ByteBuffer.allocateDirect(texture.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
textureBuffer = byteBuffer.asFloatBuffer();
textureBuffer.put(texture);
textureBuffer.position(0);
}
public void draw(GL10 gl) {
gl.glEnable(GL10.GL_TEXTURE_2D); // Twig;
// Bind the previously generated texture
gl.glBindTexture(GL10.GL_TEXTURE_2D, G.textures[G.TEXTURE_BG]);
// Point to our buffers
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
// Draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length/3);
//Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisable(GL10.GL_TEXTURE_2D); // twig;
}
}
Square類 非常類似於背景除了它具有位置和適用alpha透明度。
public class Square {
private FloatBuffer vertexBuffer; // buffer holding the vertices
private float vertices[] = {
-1.0f, -1.0f, 0.0f, // V1 - bottom left
-1.0f, 1.0f, 0.0f, // V2 - top left
1.0f, -1.0f, 0.0f, // V3 - bottom right
1.0f, 1.0f, 0.0f // V4 - top right
};
private FloatBuffer textureBuffer; // buffer holding the texture coordinates
private float texture[] = {
// Mapping coordinates for the vertices
0.0f, 1.0f, // top left (V2)
0.0f, 0.0f, // bottom left (V1)
1.0f, 1.0f, // top right (V4)
1.0f, 0.0f // bottom right (V3)
};
public Square(float posX, float posY) {
float w = 30f;
float h = w;
vertices[0] = posX - w; // left
vertices[3] = posX - w;
vertices[6] = posX + w; // right
vertices[9] = posX + w;
vertices[1] = posY - h; // top
vertices[4] = posY + h;
vertices[7] = posY - h; // bottom
vertices[10] = posY + h;
// a float has 4 bytes so we allocate for each coordinate 4 bytes
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
// allocates the memory from the byte buffer
vertexBuffer = byteBuffer.asFloatBuffer();
// fill the vertexBuffer with the vertices
vertexBuffer.put(vertices);
// set the cursor position to the beginning of the buffer
vertexBuffer.position(0);
byteBuffer = ByteBuffer.allocateDirect(texture.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
textureBuffer = byteBuffer.asFloatBuffer();
textureBuffer.put(texture);
textureBuffer.position(0);
}
/** The draw method for the square with the GL context */
public void draw(GL10 gl) {
// Enable alpha transparency
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
// bind the previously generated texture
gl.glEnable(GL10.GL_TEXTURE_2D); // Twig;
gl.glBindTexture(GL10.GL_TEXTURE_2D, G.textures[G.TEXTURE_ANDROID]);
// Point to our buffers
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// reset the colour for the square
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
// Draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length/3);
//Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Disable alpha transparency
gl.glDisable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ZERO);
gl.glDisable(GL10.GL_TEXTURE_2D); // twig;
}
}
三角類
public class Triangle {
private FloatBuffer vertexBuffer; // buffer holding the vertices
private float vertices[] = {
-0.5f, -0.5f, 0.0f, // V1 - first vertex (x,y,z)
0.5f, -0.5f, 0.0f, // V2 - second vertex
0.0f, 0.5f, 0.0f // V3 - third vertex
};
public Triangle(float posX, float posY) {
int w = 30;
int h = w;
vertices[0] = posX - (w/2); // left
vertices[3] = posX + (w/2); // right
vertices[6] = posX; // middle
vertices[1] = posY - (h/2); // bottom
vertices[4] = posY - (h/2); // bottom
vertices[7] = posY + (h/2); // top
// a float has 4 bytes so we allocate for each coordinate 4 bytes
ByteBuffer vertexByteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
vertexByteBuffer.order(ByteOrder.nativeOrder());
// allocates the memory from the byte buffer
vertexBuffer = vertexByteBuffer.asFloatBuffer();
// fill the vertexBuffer with the vertices
vertexBuffer.put(vertices);
// set the cursor position to the beginning of the buffer
vertexBuffer.position(0);
}
public void draw(GL10 gl) {
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// set the colour for the triangle
gl.glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
// Draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length/3);
// Reset the colour
gl.glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
//Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
}
希望這有助於任何人有與OpenGL的開始類似的問題。
你總是可以自由編輯你的原始文章來添加/更改額外的源代碼,這是最好的添加他們的評論。您也歡迎您發佈自己的問題的答案,但這不合適,除非它真的回答您的問題。 – Tim 2012-07-21 22:33:04
謝謝你的提姆! – twig 2012-07-22 05:21:51