【发布时间】:2015-03-20 03:30:17
【问题描述】:
我在使用 VBO 的 OpenGL ES 2.0 在 Android 中渲染四边形时遇到问题。
由于某种原因,当我运行该程序时,它会使模拟器崩溃。我正在使用 Andy 作为模拟器。我试过使用android自带的默认模拟器,在这种情况下,应用程序根本无法运行。我正在使用 eclipse 作为我的 ide。
我已设法将问题缩小到 Quad 类的渲染方法。
我想我想知道我设置 VBO 和渲染它们的方式有问题吗?
这是我的代码:
四重渲染方法:
@TargetApi(Build.VERSION_CODES.GINGERBREAD)
public void render()
{
mat.useMaterial();
GLES20.glFrontFace(GLES20.GL_CW);
//Generate VBO Buffer Handles and assign it to 'buffers'
GLES20.glGenBuffers(4, buffers, 0);
GLES20.glGenBuffers(1, ibo, 0);
//Positions
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffers[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertexBuffer.capacity() * 4, vertexBuffer, GLES20.GL_STATIC_DRAW);
GLES20.glEnableVertexAttribArray(0);
GLES20.glVertexAttribPointer(0, 3, GLES20.GL_FLOAT, false, 0, vertexBuffer);
//GLES10.glVertexPointer(3, GLES10.GL_FLOAT, 0, vertexBuffer);
//Normals
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffers[1]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, normalBuffer.capacity() * 4, normalBuffer, GLES20.GL_STATIC_DRAW);
GLES20.glEnableVertexAttribArray(1);
GLES20.glVertexAttribPointer(1, 3, GLES20.GL_FLOAT, false, 0, normalBuffer);
//GLES10.glNormalPointer(GLES10.GL_FLOAT, 0, normalBuffer);
//Texcoords
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffers[2]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, texcoordBuffer.capacity() * 4, texcoordBuffer, GLES20.GL_STATIC_DRAW);
GLES20.glEnableVertexAttribArray(2);
GLES20.glVertexAttribPointer(2, 2, GLES20.GL_FLOAT, false, 0, texcoordBuffer);
//GLES10.glTexCoordPointer(2, GLES10.GL_FLOAT, 0, texcoordBuffer);
//Colors
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffers[3]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, colorBuffer.capacity() * 4, colorBuffer, GLES20.GL_STATIC_DRAW);
GLES20.glEnableVertexAttribArray(3);
GLES20.glVertexAttribPointer(3, 4, GLES20.GL_FLOAT, false, 0, colorBuffer);
//GLES10.glColorPointer(4, GLES10.GL_FLOAT, 0, colorBuffer);
//Indices
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]);
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, indexBuffer.capacity() * 4, indexBuffer, GLES20.GL_STATIC_DRAW);
//Draw
GLES20.glDrawElements(GLES20.GL_TRIANGLES, indexBuffer.capacity(), GLES20.GL_UNSIGNED_INT, indexBuffer);
//GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertices.length / 3);
//Unbind buffers
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
}
这里还有 Material 类:
package com.game.shading;
import android.opengl.GLES20;
public class Material
{
private final String vertexShaderCode =
"attribute vec3 vPosition;" +
"attribute vec3 vNormal;" +
"attribute vec2 vTexcoord" +
"" +
"void main()" +
"{" +
" gl_Position = vec4(vPosition, 0);" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"" +
"void main()" +
"{" +
" gl_FragColor = vColor;" +
"}";
private int vertShader;
private int fragShader;
private int shaderProgram;
public Material()
{
vertShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
fragShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
shaderProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(shaderProgram, vertShader);
GLES20.glAttachShader(shaderProgram, fragShader);
GLES20.glLinkProgram(shaderProgram);
}
public void useMaterial()
{
GLES20.glUseProgram(shaderProgram);
}
public void cleanupMaterial()
{
GLES20.glDetachShader(shaderProgram, vertShader);
GLES20.glDetachShader(shaderProgram, fragShader);
GLES20.glDeleteShader(vertShader);
GLES20.glDeleteShader(fragShader);
GLES20.glDeleteProgram(shaderProgram);
}
private int loadShader(int type, String source)
{
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
return shader;
}
}
【问题讨论】: