我一直在为
Android上的OpenGL ES在
http://developer.android.com/resources/tutorials/opengl/opengl-es20.html的教程.我已经得到了“应用投影和相机视图”部分,但是我总是似乎得到一个没有三角形的空白屏幕,上一节工作得很好.我也尝试只是复制粘贴整个教程到我的代码,但得到相同的结果.改变行:
gl_Position = uMVPMatrix * vPosition;
至:
gl_Position = vPosition;
将应用程序放回第一部分(根据屏幕方向,三角形延伸).任何想法是什么问题?这是我到目前为止的代码,以防万一我错过了一些东西:
public class GLTest20Renderer implements Renderer { private final String vertexShaderCode = // This matrix member variable provides a hook to manipulate // the coordinates of the objects that use this vertex shader "uniform mat4 uMVPMatrix; \n" + "attribute vec4 vPosition; \n" + "void main(){ \n" + // the matrix must be included as a modifier of gl_Position " gl_Position = uMVPMatrix * vPosition; \n" + "} \n"; private final String fragmentShaderCode = "precision mediump float; \n" + "void main(){ \n" + " gl_FragColor = vec4 (0.63671875,0.76953125,0.22265625,1.0); \n" + "} \n"; private FloatBuffer triangleVB; private int mProgram; private int maPositionHandle; private int muMVPMatrixHandle; private float[] mMVPMatrix = new float[16]; private float[] mMMatrix = new float[16]; private float[] mVMatrix = new float[16]; private float[] mProjMatrix = new float[16]; public void onSurfaceCreated(GL10 unused,EGLConfig config) { GLES20.glClearColor(0.5f,0.5f,1.0f); initShapes(); int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER,vertexShaderCode); int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER,fragmentShaderCode); mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program GLES20.glAttachShader(mProgram,vertexShader); // add the vertex shader to program GLES20.glAttachShader(mProgram,fragmentShader); // add the fragment shader to program GLES20.glLinkProgram(mProgram); // creates OpenGL program executables // get handle to the vertex shader's vPosition member maPositionHandle = GLES20.glGetAttribLocation(mProgram,"vPosition"); } public void onDrawFrame(GL10 unused) { GLES20.glClear( GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT ); // Add program to OpenGL environment GLES20.glUseProgram(mProgram); // Prepare the triangle data GLES20.glVertexAttribPointer(maPositionHandle,3,GLES20.GL_FLOAT,false,12,triangleVB); GLES20.glEnableVertexAttribArray(maPositionHandle); // Apply a ModelView Projection transformation Matrix.multiplyMM(mMVPMatrix,mProjMatrix,mVMatrix,0); GLES20.glUniformMatrix4fv(muMVPMatrixHandle,1,mMVPMatrix,0); // Draw the triangle GLES20.glDrawArrays(GLES20.GL_TRIANGLES,3); } public void onSurfaceChanged(GL10 unused,int width,int height) { GLES20.glViewport(0,width,height); float ratio = (float) width / height; Matrix.frustumM(mProjMatrix,-ratio,ratio,-1,7); muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram,"uMVPMatrix"); Matrix.setLookAtM(mVMatrix,-3,0f,1.0f,0.0f); } private void initShapes() { float triangleCoords[] = { // X,Y,Z -0.5f,-0.25f,0.0f,0.559016994f,0 }; // initialize vertex Buffer for triangle ByteBuffer vbb = ByteBuffer.allocateDirect( // (# of coordinate values * 4 bytes per float) triangleCoords.length * 4); vbb.order(ByteOrder.nativeOrder());// use the device hardware's native byte order triangleVB = vbb.asFloatBuffer(); // create a floating point buffer from the ByteBuffer triangleVB.put(triangleCoords); // add the coordinates to the FloatBuffer triangleVB.position(0); // set the buffer to read the first coordinate } private 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; } }
我正在三星Galaxy S2上运行所有这些.
解决方法
修正了,只是将观察点的近点改为3:
Matrix.frustumM(mProjMatrix,2,7);