【发布时间】:2014-07-17 11:13:22
【问题描述】:
我无法在使用 OpenGL ES 3.0 的 Android 设备上渲染三角形。
我正在使用 Google Nexus 5 进行测试。 下面是我的代码 - 但它呈现的只是一个蓝屏(这是我指定的清晰颜色)。我希望看到一个红色三角形,但它没有出现。
有人可以指出我的代码中的缺陷吗?着色器编译并链接成功。
public class MainActivity extends Activity
{
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
setContentView(new TestSurfaceView(this));
}
public boolean onCreateOptionsMenu(Menu menu)
{
return false;
}
public boolean onOptionsItemSelected(MenuItem item)
{
return false;
}
private class TestSurfaceView extends GLSurfaceView implements Renderer
{
private final String vertexShaderCode =
"#version 300 es\n\n"+
"in vec3 inPosition;\n" +
"void main()\n" +
"{\n" +
" gl_Position = vec4(inPosition.xyz, 1.0);\n" +
"} \n";
private final String fragmentShaderCode =
"#version 300 es\n\n"+
"out vec4 outColor;\n"+
"void main()\n" +
"{\n" +
" outColor = vec4(1.0, 0.0, 0.0, 1.0); \n" +
"} \n";
public TestSurfaceView(Context context)
{
super(context);
super.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
setEGLContextClientVersion(3);
setRenderer(this);
setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
}
public void onDrawFrame(GL10 gl)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);
}
public void onSurfaceChanged(GL10 gl, int width, int height)
{
glViewport(0, 0, width, height);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
// States
glClearColor(0f, 0f, 1f, 0f); // Set background to blue
glEnable(GL_DEPTH_TEST); // Enable Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do //TODO check
glEnable(GL_BLEND); // Enable Blending
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // The Type Of Blending To Do (for translucency)
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glActiveTexture(0);
// Shaders
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, vertexShaderCode);
glCompileShader(vertexShader);
System.out.println("Vertex shader compile log:\n"+glGetShaderInfoLog(vertexShader));
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, fragmentShaderCode);
glCompileShader(fragmentShader);
System.out.println("Fragment shader compile log:\n"+glGetShaderInfoLog(vertexShader));
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindAttribLocation(shaderProgram, 0, "inPosition");
glLinkProgram(shaderProgram);
glValidateProgram(shaderProgram);
System.out.println("Shader program validate log:\n"+glGetProgramInfoLog(shaderProgram));
glUseProgram(shaderProgram);
// VAO
float floatSize = Float.SIZE/8;
float vertexSize = 3*floatSize;
int[] arrays = new int[1];
glGenVertexArrays(1, arrays, 0);
int modelVao = arrays[0];
glBindVertexArray(modelVao);
int[] buffers = new int[3];
glGenBuffers(3, buffers, 0);
int modelVertexVbo = buffers[0];
glBindBuffer(GL_ARRAY_BUFFER, modelVertexVbo);
glBufferData(GL_ARRAY_BUFFER, (int)(vertexSize*3f), null, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Triangle
glBindBuffer(GL_ARRAY_BUFFER, modelVertexVbo);
ByteBuffer b = (ByteBuffer)glMapBufferRange(GL_ARRAY_BUFFER, 0, (int)(vertexSize*3), GL_MAP_WRITE_BIT);
b.putFloat(-1f);
b.putFloat(1f);
b.putFloat(0f);
b.putFloat(-1f);
b.putFloat(-1f);
b.putFloat(0f);
b.putFloat(1f);
b.putFloat(-1f);
b.putFloat(0f);
b.flip();
glUnmapBuffer(GL_ARRAY_BUFFER);
System.out.println("DONE");
}
}
}
我的清单如下:
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.example"
android:versionCode="1"
android:versionName="1.0" >
<uses-sdk
android:minSdkVersion="18"
android:targetSdkVersion="21" />
<uses-feature android:glEsVersion="0x00030000" android:required="true" />
<application
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:label="@string/app_name"
android:theme="@style/AppTheme" >
<activity
android:name=".MainActivity"
android:label="@string/app_name"
android:screenOrientation="landscape">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>
【问题讨论】:
-
glDrawArraysInstanced(GL_TRIANGLES, 0, 1, 1);第二个参数表示“使用 1 个顶点”,这不足以指定一个三角形。此外,如果您正在渲染一个实例,请不要使用实例化函数。 -
感谢三十二上校的回复。你是对的,它应该是“3”而不是“1”。我尝试将其更改为 glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);但没有运气,仍然是没有三角形的蓝屏。我正在使用 glDrawArraysInstanced 因为我将使用实例化(还没有,但将会)。我也试过 glDrawArrays(GL_TRIANGLES, 0, 3) 和同样的问题。