2015-11-30 130 views
1

我正在Google Cardboard SDK中使用某些項目,並且在涉及紋理的第一個示例中遇到了一些問題。我用Cardboard SDK example和一些online tutorials的代碼拼湊了我的示例。您可以瀏覽和結算項目來源hereAndroid上的照明+紋理着色器OpenGL ES(和Cardboard SDK)不顯示紋理

如果你克隆和構建項目,我的問題應該是不言而喻的。我還製作了一個「lighting」分支,代表我試圖爲紋理着色器添加光照。唯一的變化是設置法線頂點屬性指針,並將漫反射值乘以着色器中的顏色。這種變化從原來這是我顯示: enter image description here

這樣: enter image description here

顯然,第一個圖像的地球上沒有照明,而第二個有燈光,但沒有質感。是什麼賦予了?

我確定我做錯了。我只是不能爲我的生活找出我am做錯了什麼。我也一直在嘗試從頭開始重新創建一個簡單的例子,但是沒有將代碼複製到一個新項目中,我一直在遇到無關的問題。我被困在最近的嘗試中,試圖讓我的solid_color_lighting材料在普通的多維數據集上工作。

如果你懶得去看看我的藏匿回購,這裏是一些重要的代碼;)

繪圖功能:

public void draw(float[] view, float[] perspective, float[] model) { 
    GLES20.glUseProgram(program); 

    // 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, textureId); 

    // Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 0. 
    GLES20.glUniform1i(textureParam, 0); 

    Matrix.multiplyMM(modelView, 0, view, 0, model, 0); 
    Matrix.multiplyMM(modelViewProjection, 0, perspective, 0, modelView, 0); 

    GLES20.glUniform3fv(lightPosParam, 1, RenderBox.instance.mainLight.lightPosInEyeSpace, 0); 
    GLES20.glUniform4fv(lightColParam, 1, RenderBox.instance.mainLight.color, 0); 

    // Set the ModelView in the shader, used to calculate lighting 
    GLES20.glUniformMatrix4fv(MVParam, 1, false, modelView, 0); 

    // Set the position of the cube 
    GLES20.glVertexAttribPointer(positionParam, 3, GLES20.GL_FLOAT, false, 0, vertexBuffer); 

    // Set the ModelViewProjection matrix in the shader. 
    GLES20.glUniformMatrix4fv(MVPParam, 1, false, modelViewProjection, 0); 


    // Set the normal positions of the cube, again for shading 
    if(normalParam > -1) 
     GLES20.glVertexAttribPointer(normalParam, 3, GLES20.GL_FLOAT, false, 0, normalBuffer); 
    GLES20.glVertexAttribPointer(texCoordParam, 2, GLES20.GL_FLOAT, false, 0, texCoordBuffer); 


    GLES20.glDrawElements(GLES20.GL_TRIANGLES, numIndices, GLES20.GL_UNSIGNED_SHORT, indexBuffer); 
} 

頂點着色器:

uniform mat4 u_MVPMatrix; 
uniform mat4 u_MVMatrix; 

attribute vec4 a_Position; 
attribute vec3 a_Normal; 
attribute vec2 a_TexCoordinate; 

varying vec3 v_Position; 
varying vec3 v_Normal; 
varying vec2 v_TexCoordinate; 

void main() { 
    // Transform the vertex into eye space. 
    v_Position = vec3(u_MVMatrix * a_Position); 

    // Pass through the color. 
    //v_Color = a_Color; 

    // Pass through the texture coordinate. 
    v_TexCoordinate = a_TexCoordinate; 

    // Transform the normal's orientation into eye space. 
    v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0)); 

    // Multiply the vertex by the matrix to get the final point in normalized screen coordinates. 
    gl_Position = u_MVPMatrix * a_Position; 
} 

片段着色器:

precision mediump float;  // Set the default precision to medium. We don't need as high of a 
          // precision in the fragment shader. 
uniform vec3 u_LightPos;  // The position of the light in eye space. 
uniform vec4 u_LightCol; 
uniform sampler2D u_Texture; // The input texture. 

varying vec3 v_Position;  // Interpolated position for this fragment. 
          // triangle per fragment. 
varying vec3 v_Normal;   // Interpolated normal for this fragment. 
varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. 

// The entry point for our fragment shader. 
void main() { 
    // Will be used for attenuation. 
    float distance = length(u_LightPos - v_Position); 

    // Get a lighting direction vector from the light to the vertex. 
    vec3 lightVector = normalize(u_LightPos - v_Position); 

    // Calculate the dot product of the light vector and vertex normal. If the normal and light vector are 
    // pointing in the same direction then it will get max illumination. 
    float diffuse = max(dot(v_Normal, lightVector), 0.0); 

    // Add attenuation. 
    //diffuse = diffuse * (1.0/(1.0 + (0.1 * distance))); 

    // Add ambient lighting 
    //diffuse = diffuse + 0.3; //No ambient lighting.... this is space 

    // Multiply the color by the diffuse illumination level and texture value to get final output color. 
    //gl_FragColor = (v_Color * diffuse * texture2D(u_Texture, v_TexCoordinate)); 
    //gl_FragColor = u_LightCol * diffuse * texture2D(u_Texture, v_TexCoordinate); 
    //gl_FragColor = texture2D(u_Texture, v_TexCoordinate); 
    gl_FragColor = texture2D(u_Texture, v_TexCoordinate) * diffuse; 
    //gl_FragColor = u_LightCol * diffuse; 
} 

回答

1

我找到了答案!感謝@jimbo00000指出我需要爲我所有的屬性調用glEnableVertexAttribArray!我根本就沒有爲那個特定的材料調用它。我知道這會很簡單!

要清楚,我只需要在我的着色器設置步驟添加

GLES20.glEnableVertexAttribArray(positionParam); 
GLES20.glEnableVertexAttribArray(normalParam); 
GLES20.glEnableVertexAttribArray(texCoordParam);