大家好。
今天在學習opengl的,到了紋理貼圖這裡,按照“生成紋理 -> 綁定紋理 -> 畫圖”的步驟進行,發現幾何圖形可以畫出來,但是紋理卻死活沒有出來。嘗試了各種設定,都不行,不知道哪裡出了問題。現在我把代碼貼出來,希望有經驗的朋友能給我一點指點。希望大家不吝賜教。
package com.gl;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import test.opengl.R;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.opengl.GLUtils;
import android.opengl.GLSurfaceView.Renderer;
public class OpenGlRender implements Renderer {
private float z = -1;
private float[] vertices = {
0, 0, z,
1, 0, z,
1, 1, z,
0, 1, z,
-1, 1, z,
-1, 0, z,
-1, -1, z,
0, -1, z,
1, -1, z
};
private float[] colors = {
1, 0, 0, 1, //r, g, b, a
0, 1, 0, 1,
0, 0, 1, 1,
1, 1, 0, 1
};
private float[] texCoor = {
0f, 0f,
1f, 0f,
0f, 1f,
1f, 1f
};
private FloatBuffer _clrBuffer;
private ShortBuffer _indexBuffer;
private FloatBuffer _vertexBuffer;
private FloatBuffer _texBuffer;
private int _nrOfVertices = 4;
private int[] mTexIds = new int[2];
private Bitmap mBm;
private Context mCtx;
OpenGlRender(Context ctx){
mCtx = ctx;
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// TODO Auto-generated method stub
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glEnable(GL10.GL_TEXTURE_2D);
mBm = BitmapFactory.decodeResource(mCtx.getResources(), R.drawable.fig01_d);
updateBitmap(mBm);
gl.glGenTextures(1, mTexIds, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexIds[0]);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, mBm, 0);
mBm.recycle();
initTriangle();
}
private void updateBitmap(Bitmap src){
if(src == null)
return;
int w = pow2(src.getWidth());
int h = pow2(src.getHeight());
Bitmap b = Bitmap.createBitmap(w, h,
src.hasAlpha() ? Bitmap.Config.ARGB_8888 : Bitmap.Config.RGB_565);
Canvas c = new Canvas(b);
c.drawBitmap(src, 0, 0, null);
src = b;
}
private int pow2(float val){
int x = (int) (Math.log(val) / Math.log(2));
if((1 << x) >= val)
return 1 << x;
else
return 1 << (1 + x);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
}
private float angle = 0;
@Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
gl.glClearColor(0, 0, 1.0f, 1.0f);
gl.glColor4f(1f, 0f, 0f, 1f);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, _texBuffer);
//size: number of coordinates per vertex;
//stride: offset between 2 consecutive vertices;
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, _vertexBuffer);
//gl.glColorPointer(4, GL10.GL_FLOAT, 0, _clrBuffer);
//gl.glDrawElements(GL10.GL_TRIANGLE_FAN, _nrOfVertices, GL10.GL_UNSIGNED_SHORT, _indexBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, _nrOfVertices);
angle++;
}
private void initTriangle() {
// float has 4 bytes
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
_vertexBuffer = vbb.asFloatBuffer();
_vertexBuffer.put(vertices);
_vertexBuffer.position(0);
// short has 4 bytes
ByteBuffer ibb = ByteBuffer.allocateDirect(_nrOfVertices * 2);
ibb.order(ByteOrder.nativeOrder());
_indexBuffer = ibb.asShortBuffer();
for(short i = 0; i < _nrOfVertices; i++){
_indexBuffer.put(i, i);
}
_indexBuffer.position(0);
ByteBuffer clr= ByteBuffer.allocateDirect(colors.length * 4);
clr.order(ByteOrder.nativeOrder());
_clrBuffer = clr.asFloatBuffer();
_clrBuffer.put(colors);
_clrBuffer.position(0);
ByteBuffer tex = ByteBuffer.allocate(texCoor.length * 4);
tex.order(ByteOrder.nativeOrder());
_texBuffer = tex.asFloatBuffer();
_texBuffer.put(texCoor);
_texBuffer.position(0);
}
}
