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android opengl纹理贴图无法成功

热度:84   发布时间:2016-05-01 19:09:01.0
android opengl纹理贴图无法成功,请指教

大家好。

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今天在学习opengl的,到了纹理贴图这里,按照“生成纹理 -> 绑定纹理 -> 画图”的步骤进行,发现几何图形可以画出来,但是纹理却死活没有出来。尝试了各种设置,都不行,不知道哪里出了问题。现在我把代码贴出来,希望有经验的朋友能给我一点指点。希望大家不吝赐教。

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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);    }   } 
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1 楼 freedomray 2011-10-18  
发现了错误所在。

原来纹理数组需要用整数,而不能用float。
应该定义为:

int one = 0x10000;private IntBuffer texIntCoor = IntBuffer.wrap(new int[]{    		//0, 0, one, 0, 0, one, one, one,    		0, one, one, one, 0, 0, one, 0,     });



在应用纹理的时候,需要使用GL_FIXED类型:
gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texIntCoor);
2 楼 freedomray 2011-10-18  
进一步发现,其实并非不可使用FloatBuffer作为纹理坐标,只是在分配内存时有点隐蔽的错误:
ByteBuffer tex = ByteBuffer.allocate(texCoor.length * 4);  


这个地方,其实应该使用:
ByteBuffer tex = ByteBuffer.allocateDirect(texCoor.length * 4);  
3 楼 coohcooh 2011-12-09  
楼上是用哪个SDK开发这个的?2.2吗?我用2.2但是无法运行楼主的代码呢,刚学android,请指教下,谢谢啦
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