私はOpenGL ESの世界に取り込もうと努力してきましたが、今まではすべて「OpenGL ES 2.0プログラミングガイド」という本が素晴らしいです!私は描画したプリミティブにテクスチャを追加しようとしましたが、以前のバージョンのOpenGL ESとWebGLを使って成功しました。Android OpenGL ES 2.0テクスチャ
私はこのようなJavaコード内で「質感」を置く場合、私は完全にテクスチャを描くことができます:
pixelBuffer.put(new byte[]{
0, 0, Byte.MAX_VALUE,
0, Byte.MAX_VALUE, 0,
Byte.MAX_VALUE, 0, 0,
0, 0, 0, 0});
が、私は外部ファイルからテクスチャをロードしようとするたびに、それだけで黒として表示されます。以下は、テクスチャを読み込んで使用するためのコードです。
My活動:
glSurface = new GLSurfaceView(this);
glSurface.setEGLContextClientVersion(2);
glSurface.setDebugFlags(GLSurfaceView.DEBUG_LOG_GL_CALLS | GLSurfaceView.DEBUG_CHECK_GL_ERROR);
this.setContentView(glSurface);
glSurface.setRenderer(new TriangleRenderer(this));
ShaderLoader:
public static int loadShader(int shaderType, String shaderSource) {
int shaderHandle = glCreateShader(shaderType);
glShaderSource(shaderHandle, shaderSource);
glCompileShader(shaderHandle);
int[] buffer = new int[1];
glGetShaderiv(shaderHandle, GLES20.GL_COMPILE_STATUS, buffer, 0);
if(buffer[0] == GLES20.GL_FALSE) {
Log.e("ShaderHelper", glGetShaderInfoLog(shaderHandle));
glDeleteShader(shaderHandle);
return -1;
}
return shaderHandle;
}
public static int loadProgram(String vertexShader, String fragmentShader) {
int programHandle = glCreateProgram();
glAttachShader(programHandle, loadShader(GL_VERTEX_SHADER, vertexShader));
glAttachShader(programHandle, loadShader(GL_FRAGMENT_SHADER, fragmentShader));
glLinkProgram(programHandle);
int[] buffer = new int[1];
glGetProgramiv(programHandle, GL_LINK_STATUS, buffer, 0);
if(buffer[0] == GL_FALSE) {
Log.e("ShaderHelper", glGetProgramInfoLog(programHandle));
glDeleteProgram(programHandle);
return -1;
}
return programHandle;
}
たTextReader:
public static String readResource(Resources resources, int id) {
StringBuilder content = new StringBuilder(128);
BufferedReader br = new BufferedReader(new InputStreamReader(resources.openRawResource(id)));
String line = null;
try {
while((line = br.readLine()) != null) {
content.append(line);
}
} catch (IOException e) {
e.printStackTrace();
}
Log.v("Readed text:", content.toString());
return content.toString();
}
レンダラ:
private int shaderProgram;
private int vertexBufferPointer;
private int colorBufferPointer;
private int textureBufferPointer;
private Context context;
private float[] vertices = {-1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f};
private float[] colors = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f
};
private float[] textureVertices = {
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
private int aVerPos, aTexPos, aVerCol;
private int uSamp;
private int texture;
private Bitmap textureBitmap;
public TriangleRenderer(Context context) {
this.context = context;
}
@Override
public void onDrawFrame(GL10 gl) {
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(uSamp, 0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferPointer);
glVertexAttribPointer(aVerPos, 3, GL_FLOAT, false, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, colorBufferPointer);
glVertexAttribPointer(aVerCol, 3, GL_FLOAT, false, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, textureBufferPointer);
glVertexAttribPointer(aTexPos, 2, GL_FLOAT, false, 0, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
checkGLError("test");
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
glViewport(0, 0, width, height);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
initBuffers();
initShaders();
initTextures();
}
private void initTextures() {
textureBitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.ic_launcher);
Log.v("Bitmap inafo:", textureBitmap.getWidth() + ", " + textureBitmap.getHeight());
int[] buffer = new int[1];
glGenTextures(1, buffer, 0);
texture = buffer[0];
Log.v("Texture", "Texture is at " + texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, GL_TRUE);
GLUtils.texImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureBitmap, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
private void initShaders() {
shaderProgram = ShaderLoader.loadProgram(TextReader.readResource(context.getResources(), R.raw.vshader), TextReader.readResource(context.getResources(), R.raw.fshader));
Log.v("Shader program", shaderProgram + " is the id of shader program. :)");
glUseProgram(shaderProgram);
aVerPos = glGetAttribLocation(shaderProgram, "aVerPos");
if(aVerPos == -1) {
Log.e("Shader program", "Cudn't find aVerPos");
} else {
Log.v("Shader program", "Found vPosition @ " + aVerPos);
}
glEnableVertexAttribArray(aVerPos);
aVerCol = glGetAttribLocation(shaderProgram, "aVerCol");
if(aVerCol == -1) {
Log.e("Error", "Couldn't find aVColor");
} else {
Log.v("Success", "aVColor is at " + aVerCol + " :-3");
}
glEnableVertexAttribArray(aVerCol);
aTexPos = glGetAttribLocation(shaderProgram, "aTexPos");
if(aTexPos == -1) {
Log.e("Error", "Failed 2 find aTexPos");
} else {
Log.v("Succeed", "Succesfully located aTexPos @ " + aTexPos);
}
glEnableVertexAttribArray(aTexPos);
uSamp = glGetUniformLocation(shaderProgram, "uSampler");
if(uSamp == -1) {
Log.e("Error", "Couldn't finda uSampler " + uSamp);
} else {
Log.v("Succeed", "uSampler is @ " + uSamp + " :3");
}
}
private void initBuffers() {
vertexBufferPointer = initFloatBuffer(vertices);
colorBufferPointer = initFloatBuffer(colors);
textureBufferPointer = initFloatBuffer(textureVertices);
}
private int initFloatBuffer(float[] data) {
int[] buffer = new int[1];
glGenBuffers(1, buffer, 0);
int pointer = buffer[0];
if(pointer == -1) {
Log.e("Error", "Couldn't create buffer");
} else {
Log.v("Success", "Succesfully created buffer to " + pointer);
}
glBindBuffer(GL_ARRAY_BUFFER, pointer);
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(data.length * 4); //one float size is 4 bytes
byteBuffer.order(ByteOrder.nativeOrder()); //byte order must be native
FloatBuffer floatBuffer = byteBuffer.asFloatBuffer();
floatBuffer.put(data);
floatBuffer.flip();
glBufferData(GL_ARRAY_BUFFER, data.length * 4, floatBuffer, GL_STATIC_DRAW);
return pointer;
}
private void checkGLError(String op) {
int error = glGetError();
if(error != GL_NO_ERROR) {
Log.e("Error", op + "'s errorcode:" + Integer.toHexString(error));
}
}
と
バーテックスシェーダofcourseの:
attribute vec3 aVerPos;
attribute vec3 aVerCol;
attribute vec2 aTexPos;
varying vec3 vVerCol;
varying vec2 vTexPos;
void main(void) {
vTexPos = aTexPos;
vVerCol = aVerCol;
gl_Position = vec4(aVerPos, 1.0);
}
フラグメントシェーダ:
precision mediump float;
varying vec3 vVerCol;
varying vec2 vTexPos;
uniform sampler2D uSampler;
void main(void) {
gl_FragColor = texture2D(uSampler, vTexPos);
}
とそのコードを実行した結果である黒画面と私のカスタムログ
私は「03-24 18:11:44.933: D/libEGL(4805): loaded /system/lib/egl/libGLES_android.so
03-24 18:11:44.948: D/libEGL(4805): loaded /vendor/lib/egl/libEGL_POWERVR_SGX540_120.so
03-24 18:11:44.956: D/libEGL(4805): loaded /vendor/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
03-24 18:11:44.956: D/libEGL(4805): loaded /vendor/lib/egl/libGLESv2_POWERVR_SGX540_120.so
03-24 18:11:45.066: D/dalvikvm(4805): Note: class Landroid/opengl/GLWrapperBase; has 250 unimplemented (abstract) methods
03-24 18:11:45.073: V/GLSurfaceView(4805): glGetString(7937) returns PowerVR SGX 540;
03-24 18:11:45.073: V/Success(4805): Succesfully created buffer to 70001
03-24 18:11:45.073: V/Success(4805): Succesfully created buffer to 140002
03-24 18:11:45.073: V/Success(4805): Succesfully created buffer to 210003
03-24 18:11:45.081: V/Readed text:(4805): attribute vec3 aVerPos;attribute vec3 aVerCol;attribute vec2 aTexPos;varying vec3 vVerCol;varying vec2 vTexPos;void main(void) { vTexPos = aTexPos; vVerCol = aVerCol; gl_Position = vec4(aVerPos, 1.0);}
03-24 18:11:45.081: V/Readed text:(4805): precision mediump float;varying vec3 vVerCol;varying vec2 vTexPos;uniform sampler2D uSampler;void main(void) { gl_FragColor = texture2D(uSampler, vTexPos);}
03-24 18:11:45.097: V/Shader program(4805): 70001 is the id of shader program. :)
03-24 18:11:45.097: V/Shader program(4805): Found vPosition @ 2
03-24 18:11:45.105: V/Success(4805): aVColor is at 1 :-3
03-24 18:11:45.105: V/Succeed(4805): Succesfully located aTexPos @ 0
03-24 18:11:45.105: V/Succeed(4805): uSampler is @ 1 :3
03-24 18:11:45.105: V/Bitmap inafo:(4805): 96, 96
03-24 18:11:45.105: V/Texture(4805): Texture is at 70001
またlegenを使ってみました...それを待って... dary neheのテクスチャが表示されませんでしたpのどちらか
gl関数の呼び出しごとにglGetError/checkGLErrorを使用しようとしましたか? – kibab
私が言ったように: "私はエラーコード(私はエラーを受け取っていないので、コードから取り除いた)をチェックしましたが、GL_NO_ERRORしか返しませんでした。 – Ruuhkis
私はこの2年前のポストを、 legen-it-daryを待ちます。私はやってはいけないと知っている... – EricAnthony