我跟着official OpenGL ES tutorial創建了一個可用的OpenGL環境。除了顯示2D圖像之外,我可以做任何我想做的事情。要做到這一點我通過this教程工作,並提出了以下幾點:OpenGL ES 2.0 2D圖像顯示
這裏是我的Sprite類:
public class Sprite
{
//Reference to Activity Context
private final Context mActivityContext;
//Added for Textures
private final FloatBuffer mCubeTextureCoordinates;
private int mTextureUniformHandle;
private int mTextureCoordinateHandle;
private final int mTextureCoordinateDataSize = 2;
private int mTextureDataHandle;
private final String vertexShaderCode =
"attribute vec2 a_TexCoordinate;" +
"varying vec2 v_TexCoordinate;" +
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = vPosition * uMVPMatrix;" +
"v_TexCoordinate = a_TexCoordinate" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"uniform sampler2D u_Texture;" +
"varying vec2 v_TexCoordinate;" +
"void main() {" +
"gl_FragColor = (vColor * texture2D(u_Texture, v_TexCoordinate));" +
"}";
private final int shaderProgram;
private final FloatBuffer vertexBuffer;
private final ShortBuffer drawListBuffer;
private int mPositionHandle;
private int mColorHandle;
private int mMVPMatrixHandle;
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 2;
static float spriteCoords[] = { -0.5f, 0.5f, // top left
-0.5f, -0.5f, // bottom left
0.5f, -0.5f, // bottom right
0.5f, 0.5f }; //top right
private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; //Order to draw vertices
private final int vertexStride = COORDS_PER_VERTEX * 4; //Bytes per vertex
// Set color with red, green, blue and alpha (opacity) values
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };
public Sprite(final Context activityContext)
{
mActivityContext = activityContext;
//Initialize Vertex Byte Buffer for Shape Coordinates/# of coordinate values * 4 bytes per float
ByteBuffer bb = ByteBuffer.allocateDirect(spriteCoords.length * 4);
//Use the Device'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(spriteCoords);
//Set the Buffer to Read the first coordinate
vertexBuffer.position(0);
// S, T (or X, Y)
// Texture coordinate data.
// Because images have a Y axis pointing downward (values increase as you move down the image) while
// OpenGL has a Y axis pointing upward, we adjust for that here by flipping the Y axis.
// What's more is that the texture coordinates are the same for every face.
final float[] cubeTextureCoordinateData =
{
-0.5f, 0.5f,
-0.5f, -0.5f,
0.5f, -0.5f,
0.5f, 0.5f
};
mCubeTextureCoordinates = ByteBuffer.allocateDirect(cubeTextureCoordinateData.length * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
mCubeTextureCoordinates.put(cubeTextureCoordinateData).position(0);
//Initialize byte buffer for the draw list
ByteBuffer dlb = ByteBuffer.allocateDirect(spriteCoords.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
shaderProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(shaderProgram, vertexShader);
GLES20.glAttachShader(shaderProgram, fragmentShader);
//Texture Code
GLES20.glBindAttribLocation(shaderProgram, 0, "a_TexCoordinate");
GLES20.glLinkProgram(shaderProgram);
//Load the texture
mTextureDataHandle = loadTexture(mActivityContext, R.drawable.ic_launcher);
}
public void draw(float[] mvpMatrix)
{
//Add program to OpenGL ES Environment
GLES20.glUseProgram(shaderProgram);
//Get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(shaderProgram, "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, vertexStride, vertexBuffer);
//Get Handle to Fragment Shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(shaderProgram, "vColor");
//Set the Color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
//Set Texture Handles and bind Texture
mTextureUniformHandle = GLES20.glGetAttribLocation(shaderProgram, "u_Texture");
mTextureCoordinateHandle = GLES20.glGetAttribLocation(shaderProgram, "a_TexCoordinate");
//Set the active texture unit to texture unit 0.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
//Bind the texture to this unit.
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle);
//Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 0.
GLES20.glUniform1i(mTextureUniformHandle, 0);
//Pass in the texture coordinate information
mCubeTextureCoordinates.position(0);
GLES20.glVertexAttribPointer(mTextureCoordinateHandle, mTextureCoordinateDataSize, GLES20.GL_FLOAT, false, 0, mCubeTextureCoordinates);
GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);
//Get Handle to Shape's Transformation Matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(shaderProgram, "uMVPMatrix");
//Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
//Draw the triangle
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
//Disable Vertex Array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
public static int loadTexture(final Context context, final int resourceId)
{
final int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] != 0)
{
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false; // No pre-scaling
// Read in the resource
final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);
// Bind to the texture in OpenGL
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
// Set filtering
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
// Load the bitmap into the bound texture.
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
// Recycle the bitmap, since its data has been loaded into OpenGL.
bitmap.recycle();
}
if (textureHandle[0] == 0)
{
throw new RuntimeException("Error loading texture.");
}
return textureHandle[0];
}
}
這裏是MyGLRenderer.java:
public class MyGLRenderer implements GLSurfaceView.Renderer {
private static final String TAG = "MyGLRenderer";
private Context context;
private Sprite sprite;
// 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];
public MyGLRenderer(Context ctx) {
this.context = ctx;
}
@Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
// Set the background frame color
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
sprite = new Sprite(context);
}
@Override
public void onDrawFrame(GL10 unused) {
sprite.draw(mMVPMatrix);
}
@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, 2, 7);
}
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;
}
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);
}
}
//NEW
public static int loadTexture(final Context context, final int resourceId)
{
final int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] != 0)
{
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false; // No pre-scaling
// Read in the resource
final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);
// Bind to the texture in OpenGL
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
// Set filtering
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
// Load the bitmap into the bound texture.
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
// Recycle the bitmap, since its data has been loaded into OpenGL.
bitmap.recycle();
}
if (textureHandle[0] == 0)
{
throw new RuntimeException("Error loading texture.");
}
return textureHandle[0];
}
}
我的問題是,該應用程序崩潰與
java.lang.RuntimeException: glGetUniformLocation: glError 1282
它甚至打開之前。感謝您提前提供任何幫助!
編輯: 我不知道如果這有助於但是當我開始我的應用程序在AVD我收到以下錯誤:
../../sdk/emulator/opengl//host/libs/Translator/GLES_V2//GLESv2Imp.cpp:glGetAttribLocation:857 error 0x502
../../sdk/emulator/opengl//host/libs/Translator/GLES_V2//GLESv2Imp.cpp:glGetUniformLocation:1442 error 0x502
../../sdk/emulator/opengl//host/libs/Translator/GLES_V2//GLESv2Imp.cpp:glGetUniformLocation:1442 error 0x502
../../sdk/emulator/opengl//host/libs/Translator/GLES_V2//GLESv2Imp.cpp:glGetAttribLocation:857 error 0x502
../../sdk/emulator/opengl//host/libs/Translator/GLES_V2//GLESv2Imp.cpp:glGetUniformLocation:1442 error 0x502
謝謝您的回答,我確實有混合這件事。不幸的是,該應用程序仍然崩潰,同樣的例外。 – 2015-04-04 08:51:46
你現在檢查了其他代碼嗎?也許你會發現另一個錯誤。如果可以的話,會很高興。 – 2015-04-24 17:01:41