首先我在創造什麼:基於2d瓦片的RPG遊戲。 我現在在做什麼,我會在這裏發佈,並評論一些我不確定我是否正確使用它們的地方。啓用和禁用GLES20屬性的正確方法是什麼?
在GlSurfaceViewRenderer:
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
//I enable some attributes
//Don't know if its needed in GLES20, there isnt GL20.GL_PERSPECTIVE_CORRECTION_HINT attribute at all
GLES20.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
//next I don't really know if I need them all:
GLES20.glClearColor(0, 0, 0, 1);
GLES20.glClearDepthf(1.0f);
GLES20.glDisable(GLES20.GL_CULL_FACE);// No culling of back faces
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
GLES20.glEnable(GLES20.GL_TEXTURE_2D);
GLES20.glDisable(GLES20.GL_DITHER);
GLES20.glDisable(GL10.GL_LIGHTING);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
// for transperent pixels
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA);
//Load shaders: (1 vertex and fragment shader I hope is enouph)
iProgId = Utils.LoadProgram(vertexShaderCode, fragmentShaderCode);
GLES20.glUseProgram(iProgId);
// get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(iProgId, "vPosition");
// get handle to textures shader's a_TexCoordinate member
mTextureCoordinateHandle = GLES20.glGetAttribLocation(iProgId, "a_TexCoordinate");
// get handle to transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(iProgId, "uMVPMatrix");
//Now in here not sure: some people enable arrays in every draw frame, I do it once:
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Enable a handle to the texture vertices
GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
Matrix.frustumM(mProjMatrix, 0, ratio, -ratio, 1, -1, 1, 10000);
//.... and other
}
@Override
public void onDrawFrame(GL10 gl) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
//set camera position
Matrix.setLookAtM(...);
Matrix.multiplyMM(...);
//begin drawing:
for(Sprite spr : Sprite_list){
spr.draw(){
//whats happening in draw:
//First setting the location of the sprite:
Matrix.setIdentityM(...x & y...);
Matrix.translateM(...);
Matrix.setIdentityM(...);
Matrix.multiplyMM(...);
//Some developers enables vertex attrib arrays here and then disables at the end of this drawing method. But I enable it in on surface created and don't disable it, maybe it's faster this way, not sure.
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(GLRenderer.mPositionHandle, DIMENSION, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(GLRenderer.mTextureCoordinateHandle, DIMENSION, GLES20.GL_FLOAT, false, vertexStride, textureBuffer);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textID);
GLES20.glUniformMatrix4fv(GLRenderer.mMVPMatrixHandle, 1, false, GLRenderer.mMVPMatrix, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
}
,一切工作,現在,但我真的不知道,如果我在這裏做任何的錯誤,有人能詳細點嗎?