Rysowanie obrazu 2D za pomocą OpenGL ES 2.0

Miałem problemy z narysowaniem obrazu 2D z plików jpg/png przy użyciu openGL ES 2.0 Dla Androida. Wszędzie, gdzie patrzę, samouczki są przeznaczone do teksturowania obrazów 3D, więc ciężko było wymyślić, jak narysować zwykły Sprite 2D. Mam kwadrat do narysowania i obrócenia, ale gdy przyszło do teksturowania, musiałem gdzieś namieszać, ponieważ ciągle pojawia się błąd, mówiący, że DrawElements nie jest związany z żadnymi danymi, ale jeśli skomentuję dowolny kod związany z teksturowaniem, działa dobrze.

Każda pomoc byłaby doceniam to.

Oto Mój kod do klasy Sprite i klasy Renderer:

public class Sprite
{
//Reference to Activity Context
private final Context mActivityContext;

//Added for Textures
private final FloatBuffer mCubeTextureCoordinates;
private int mTextureUniformHandle;
private int mTextureCoordinateHandle;
private final int mTextureCoordinateDataSize = 2;
private int mTextureDataHandle;

private final String vertexShaderCode =
//Test
"attribute vec2 a_TexCoordinate;" +
"varying vec2 v_TexCoordinate;" +
//End Test
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
"  gl_Position = vPosition * uMVPMatrix;" +
    //Test
    "v_TexCoordinate = a_TexCoordinate" +
    //End Test
"}";

private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
//Test
"uniform sampler2D u_Texture;" +
"varying vec2 v_TexCoordinate;" +
//End Test
"void main() {" +
//"gl_FragColor = vColor;" +
"gl_FragColor = (v_Color * texture2D(u_Texture, v_TexCoordinate));" +
"}";

private final int shaderProgram;    
private final FloatBuffer vertexBuffer;
private final ShortBuffer drawListBuffer;
private int mPositionHandle;
private int mColorHandle;
private int mMVPMatrixHandle;

// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 2;
static float spriteCoords[] = { -0.5f,  0.5f,   // top left
                                -0.5f, -0.5f,   // bottom left
                                 0.5f, -0.5f,   // bottom right
                                 0.5f,  0.5f }; //top right

private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; //Order to draw vertices
private final int vertexStride = COORDS_PER_VERTEX * 4; //Bytes per vertex

// Set color with red, green, blue and alpha (opacity) values
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };

public Sprite(final Context activityContext)
{
    mActivityContext = activityContext;

    //Initialize Vertex Byte Buffer for Shape Coordinates / # of coordinate values * 4 bytes per float
    ByteBuffer bb = ByteBuffer.allocateDirect(spriteCoords.length * 4); 
    //Use the Device's Native Byte Order
    bb.order(ByteOrder.nativeOrder());
    //Create a floating point buffer from the ByteBuffer
    vertexBuffer = bb.asFloatBuffer();
    //Add the coordinates to the FloatBuffer
    vertexBuffer.put(spriteCoords);
    //Set the Buffer to Read the first coordinate
    vertexBuffer.position(0);

    // S, T (or X, Y)
    // Texture coordinate data.
    // Because images have a Y axis pointing downward (values increase as you move down the image) while
    // OpenGL has a Y axis pointing upward, we adjust for that here by flipping the Y axis.
    // What's more is that the texture coordinates are the same for every face.
    final float[] cubeTextureCoordinateData =
    {                                               
            //Front face
            /*0.0f, 0.0f,               
            0.0f, 1.0f,
            1.0f, 0.0f,
            0.0f, 1.0f,
            1.0f, 1.0f,
            1.0f, 0.0f*/

            -0.5f,  0.5f,
            -0.5f, -0.5f,
             0.5f, -0.5f,
             0.5f,  0.5f
    };

    mCubeTextureCoordinates = ByteBuffer.allocateDirect(cubeTextureCoordinateData.length * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
    mCubeTextureCoordinates.put(cubeTextureCoordinateData).position(0);

    //Initialize byte buffer for the draw list
    ByteBuffer dlb = ByteBuffer.allocateDirect(spriteCoords.length * 2);
    dlb.order(ByteOrder.nativeOrder());
    drawListBuffer = dlb.asShortBuffer();
    drawListBuffer.put(drawOrder);
    drawListBuffer.position(0);

    int vertexShader = MyGL20Renderer.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
    int fragmentShader = MyGL20Renderer.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);

    shaderProgram = GLES20.glCreateProgram();
    GLES20.glAttachShader(shaderProgram, vertexShader);
    GLES20.glAttachShader(shaderProgram, fragmentShader);

    //Texture Code
    GLES20.glBindAttribLocation(shaderProgram, 0, "a_TexCoordinate");

    GLES20.glLinkProgram(shaderProgram);

    //Load the texture
    mTextureDataHandle = loadTexture(mActivityContext, R.drawable.brick);
}

public void Draw(float[] mvpMatrix)
{
    //Add program to OpenGL ES Environment
    GLES20.glUseProgram(shaderProgram);

    //Get handle to vertex shader's vPosition member
    mPositionHandle = GLES20.glGetAttribLocation(shaderProgram, "vPosition");

    //Enable a handle to the triangle vertices
    GLES20.glEnableVertexAttribArray(mPositionHandle);

    //Prepare the triangle coordinate data
    GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);

    //Get Handle to Fragment Shader's vColor member
    mColorHandle = GLES20.glGetUniformLocation(shaderProgram, "vColor");

    //Set the Color for drawing the triangle
    GLES20.glUniform4fv(mColorHandle, 1, color, 0);

    //Set Texture Handles and bind Texture
    mTextureUniformHandle = GLES20.glGetAttribLocation(shaderProgram, "u_Texture");
    mTextureCoordinateHandle = GLES20.glGetAttribLocation(shaderProgram, "a_TexCoordinate");

    //Set the active texture unit to texture unit 0.
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);

    //Bind the texture to this unit.
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle);

    //Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 0.
    GLES20.glUniform1i(mTextureUniformHandle, 0); 

    //Pass in the texture coordinate information
    mCubeTextureCoordinates.position(0);
    GLES20.glVertexAttribPointer(mTextureCoordinateHandle, mTextureCoordinateDataSize, GLES20.GL_FLOAT, false, 0, mCubeTextureCoordinates);
    GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);

    //Get Handle to Shape's Transformation Matrix
    mMVPMatrixHandle = GLES20.glGetUniformLocation(shaderProgram, "uMVPMatrix");

    //Apply the projection and view transformation
    GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);

    //Draw the triangle
    GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);

    //Disable Vertex Array
    GLES20.glDisableVertexAttribArray(mPositionHandle);
}

public static int loadTexture(final Context context, final int resourceId)
{
    final int[] textureHandle = new int[1];

    GLES20.glGenTextures(1, textureHandle, 0);

    if (textureHandle[0] != 0)
    {
        final BitmapFactory.Options options = new BitmapFactory.Options();
        options.inScaled = false;   // No pre-scaling

        // Read in the resource
        final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);

        // Bind to the texture in OpenGL
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);

        // Set filtering
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);

        // Load the bitmap into the bound texture.
        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);

        // Recycle the bitmap, since its data has been loaded into OpenGL.
        bitmap.recycle();
    }

    if (textureHandle[0] == 0)
    {
        throw new RuntimeException("Error loading texture.");
    }

    return textureHandle[0];
}
}

Moja Klasa Renderera:

public class MyGL20Renderer implements GLSurfaceView.Renderer
{
private final Context mActivityContext;

//Matrix Initializations
private final float[] mMVPMatrix = new float[16];
private final float[] mProjMatrix = new float[16];
private final float[] mVMatrix = new float[16];
private float[] mRotationMatrix = new float[16];

//Declare as volatile because we are updating it from another thread
public volatile float mAngle;

//private Triangle triangle;
private Sprite sprite;

public MyGL20Renderer(final Context activityContext)
{
    mActivityContext = activityContext;
}

public void onSurfaceCreated(GL10 unused, EGLConfig config)
{
    //Set the background frame color
    GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

    //Initialize Shapes
    //triangle = new Triangle();
    sprite = new Sprite(mActivityContext);
}

public void onDrawFrame(GL10 unused)
{
    //Redraw background color
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);

    //Set the camera position (View Matrix)
    Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);

    //Calculate the projection and view transformation
    Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);

    //Create a rotation transformation for the triangle
    Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);

    //Combine the rotation matrix with the projection and camera view
    Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0);

    //Draw Shape
    //triangle.Draw(mMVPMatrix);
    sprite.Draw(mMVPMatrix);
}

public void onSurfaceChanged(GL10 unused, int width, int height)
{
    GLES20.glViewport(0, 0, width, height);

    float ratio = (float) width / height;

    //This Projection Matrix is applied to object coordinates in the onDrawFrame() method
    Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}

public static int loadShader(int type, String shaderCode)
{
    //Create a Vertex Shader Type Or a Fragment Shader Type (GLES20.GL_VERTEX_SHADER OR GLES20.GL_FRAGMENT_SHADER)
    int shader = GLES20.glCreateShader(type);

    //Add The Source Code and Compile it
    GLES20.glShaderSource(shader, shaderCode);
    GLES20.glCompileShader(shader);

    return shader;
}
}
Author: Peter O., 2012-10-09

5 answers

"v_TexCoordinate = a_TexCoordinate" +

Powinno być

"v_TexCoordinate = a_TexCoordinate;" +

Najwidoczniej zapomniałem półkropka, teraz zdaję sobie sprawę, jak bardzo polegam na moich IDE, aby mi powiedzieć, kiedy spieprzę głupie rzeczy haha.

 21
Author: Strifex,
Warning: date(): Invalid date.timezone value 'Europe/Kyiv', we selected the timezone 'UTC' for now. in /var/www/agent_stack/data/www/doraprojects.net/template/agent.layouts/content.php on line 54
2014-12-19 19:32:54

W fragmentShaderCode wystąpił błąd ze zmienną vcolor nazywającą (lub używającą). Tutaj twoja zmienna ma nazwę vColor:

uniform vec4 vColor;

I w tej linii ma nazwę v_Color

gl_FragColor = (v_Color * texture2D(u_Texture, v_TexCoordinate));
 9
Author: Max Ukhanov,
Warning: date(): Invalid date.timezone value 'Europe/Kyiv', we selected the timezone 'UTC' for now. in /var/www/agent_stack/data/www/doraprojects.net/template/agent.layouts/content.php on line 54
2017-09-14 12:42:49

Spróbuj użyć następujących współrzędnych tekstury:

Final float [] cubeTextureCoordinateData = {
0.5,-0.5, 0.5,0.5, -0.5,0.5, -0.5,-0.5 };

Działa. Dziękuję bardzo.

 1
Author: GJP,
Warning: date(): Invalid date.timezone value 'Europe/Kyiv', we selected the timezone 'UTC' for now. in /var/www/agent_stack/data/www/doraprojects.net/template/agent.layouts/content.php on line 54
2012-10-11 11:19:26

Też bym to zmienił w shaderze

  gl_Position = vPosition * uMVPMatrix;

Do tego

  gl_Position = uMVPMatrix * vPosition;

Będzie to miało znaczenie podczas próby przetłumaczenia pozycji obrazu.

 1
Author: Rob85,
Warning: date(): Invalid date.timezone value 'Europe/Kyiv', we selected the timezone 'UTC' for now. in /var/www/agent_stack/data/www/doraprojects.net/template/agent.layouts/content.php on line 54
2015-03-31 22:35:58

Rozwiązanie może być tak proste, jak włączenie mTextureCoord... przed przypisaniem VertexAttribPointer;

 0
Author: Aki Suihkonen,
Warning: date(): Invalid date.timezone value 'Europe/Kyiv', we selected the timezone 'UTC' for now. in /var/www/agent_stack/data/www/doraprojects.net/template/agent.layouts/content.php on line 54
2012-10-09 06:35:33