从0,0坐标绘制纹理的OpenGL的Andr​​oid [英] draw texture in OpenGL Android from 0,0 coordinates

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问题描述

我是新来opengGL和借口,如果问题是太天真了。我会通过一些tuturials对学习这门寻求帮助。我已经写在那里我借鉴了GLSurfaceView纹理的小程序。

I'm new to opengGL and excuse if the questions are too naive. I'm going through some tuturials for seeking help on learning this. I have a small program written where i'm drawing a texture on a GLSurfaceView.

我想提请按顺序一些纹理(位图图像​​)0,0坐标开始。此外,我需要的图像在屏幕上的一些差距。请帮忙。我需要改变的顶点缓冲区的定位。请建议。

I want to draw a number of textures(bitmap images) in a sequential order starting from 0,0 coordinates. Also I need some gap in images on the screen. Please help. Do I need to change the positioning of vertices buffer. please suggest.

下面是我的渲染code。

Here is my renderer Code.

public class GlRenderer implements Renderer{

    private Square  square; // square1
    private Context context;

    /** Constructor to set the handed over context */
    public GlRenderer(Context context) {
        this.context = context;

        // initialise the square
        this.square = new Square();
    }

    public void onDrawFrame(GL10 gl) {
        // clear Screen and Depth Buffer
        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

        // Reset the Modelview Matrix
        gl.glLoadIdentity();

        // Drawing
        gl.glTranslatef(0.0f, 0.0f, -5.0f);     // move 5 units INTO the screen
        square.draw(gl);                        // Draw the triangle
        //gl.glTranslatef(0.0f, 0.0f, 0.0f);        // move 5 units INTO the screen
        //square2.draw(gl);                     // Draw the triangle
    }

    public void onSurfaceChanged(GL10 gl, int width, int height) {
        if(height == 0) {                       //Prevent A Divide By Zero By
            height = 1;                         //Making Height Equal One
        }

        gl.glViewport(0, 0, width, height);     //Reset The Current Viewport
        gl.glMatrixMode(GL10.GL_TEXTURE);   //Select The Projection Matrix
        gl.glLoadIdentity();                    //Reset The Projection Matrix

        //Calculate The Aspect Ratio Of The Window
        GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 100.0f);

        gl.glMatrixMode(GL10.GL_MODELVIEW);     //Select The Modelview Matrix
        gl.glLoadIdentity();                    //Reset The Modelview Matrix
    }

    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        // Load the texture for the square
        square.loadGLTexture(gl, this.context);

        gl.glEnable(GL10.GL_TEXTURE_2D);            //Enable Texture Mapping ( NEW )
        gl.glShadeModel(GL10.GL_SMOOTH);            //Enable Smooth Shading
        gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);    //Black Background
        gl.glClearDepthf(1.0f);                     //Depth Buffer Setup
        gl.glEnable(GL10.GL_DEPTH_TEST);            //Enables Depth Testing
        gl.glDepthFunc(GL10.GL_LEQUAL);             //The Type Of Depth Testing To Do

        //Really Nice Perspective Calculations
        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); 

    }
}

下面是正方形code

Here is the square code

public class Square {
    private FloatBuffer vertexBuffer;   // buffer holding the vertices
    private float vertices[] = {
            -1.0f, -.25f,  0.0f,    // V1 - bottom left
            -1.0f, .25f,  0.0f,     // V2 - top left
            1.0f, -.25f,  0.0f,     // V3 - bottom right
            1.0f, .25f,  0.0f       // V4 - top right
    };

    private FloatBuffer textureBuffer;  // buffer holding the texture coordinates
    private float texture[] = {         
            // Mapping coordinates for the vertices
            0.0f, 1.0f,     // top left     (V2)
            0.0f, 0.0f,     // bottom left  (V1)
            1.0f, 1.0f,     // top right    (V4)
            1.0f, 0.0f      // bottom right (V3)
    };

    /** The texture pointer */
    private int[] textures = new int[1];

    public Square() {
        // a float has 4 bytes so we allocate for each coordinate 4 bytes
        ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
        byteBuffer.order(ByteOrder.nativeOrder());

        // allocates the memory from the byte buffer
        vertexBuffer = byteBuffer.asFloatBuffer();

        // fill the vertexBuffer with the vertices
        vertexBuffer.put(vertices);

        // set the cursor position to the beginning of the buffer
        vertexBuffer.position(0);

        byteBuffer = ByteBuffer.allocateDirect(texture.length * 4);
        byteBuffer.order(ByteOrder.nativeOrder());
        textureBuffer = byteBuffer.asFloatBuffer();
        textureBuffer.put(texture);
        textureBuffer.position(0);
    }

    /**
     * Load the texture for the square
     * @param gl
     * @param context
     */
    public void loadGLTexture(GL10 gl, Context context) {
        // loading texture
        Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),
                R.drawable.progressbar_bg);

        // generate one texture pointer
        gl.glGenTextures(1, textures, 0);
        // ...and bind it to our array
        gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);

        // create nearest filtered texture
        gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
        gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);

        //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE
        //      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);

        // Use Android GLUtils to specify a two-dimensional texture image from our bitmap 
        GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);

        // Clean up
        bitmap.recycle();
    }


    /** The draw method for the square with the GL context */
    public void draw(GL10 gl) {
        // bind the previously generated texture
        gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);

        // Point to our buffers
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

        // Set the face rotation
        gl.glFrontFace(GL10.GL_CW);

        // Point to our vertex buffer
        gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
        gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);

        // Draw the vertices as triangle strip
        gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);

        //Disable the client state before leaving
        gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
    }
}

我无法看到视图质感的实际大小。我跟gl.glTranslatef玩(0.0,0.0,-5.0f);操纵屏幕上的纹理的坐标。但还是没能得到实际的图像尺寸和坐标0,0开始纹理图像在所需位置loaction

I am not able to see the actual size of texture on the view. I was playing with gl.glTranslatef(0.0f, 0.0f, -5.0f); to manipulate the coordinates of texture on screen. But still not able to get the actual image size and position the texture image at desired loaction starting from 0,0 coordinates.

推荐答案

我用glTranslate解决问题()正常。现在我明白了翻译花费其当前位置表面的最后转换值。我曾与固定的X和Z坐标和y质感每次抽签后改变现在作出有关变更。我做了以下内容:

I solved the issue by using glTranslate() properly. Now I understand that translate takes the last translated value of the surface for its current position. I have made the changes for that now with fixed x and z coordinates and y changing after each draw of texture. I did the following:

        float x = -1.0f;
    float y = 1.5f;
    float z = -5.0f;

    // Drawing
    gl.glTranslatef(x, y, z);
    square1.draw(gl);                       // Draw the square
    gl.glTranslatef(0.0f, -0.50f, 0.0f);
    square2.draw(gl);                       // Draw the square
    gl.glTranslatef(0.0f, -0.50f, 0.0f);
    square2.draw(gl);                       // Draw the square
    gl.glTranslatef(0.0f, -0.50f, 0.0f);
    square2.draw(gl);                       // Draw the square

这篇关于从0,0坐标绘制纹理的OpenGL的Andr​​oid的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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