我正在尝试在 Android 上的 OpenGLES 2.0 中为我的顶点使用浮点数组,而不是 FloatBuffer,但是当我这样做时,glDrawArrays 会给出错误 0x502 或 GL_INVALID_OPERATION。
我没有收到此错误,并且当我使用 FloatBuffers 时一切正常。
我读过这个错误通常是由未设置的程序引起的。我只使用一个着色器程序,并在一切初始化时设置它。
这是我的代码
public class LineEngine {
private static final float[] IDENTIY = new float[16];
private float[] mLinePoints;
private float[] mLineColors;
private int mCount;
public LineEngine(int maxLines) {
Matrix.setIdentityM(IDENTIY, 0);
mLinePoints = new float[maxLines * 2 * 4];
mLineColors = new float[maxLines * 2 * 4];
reset();
}
public void addLine(float[] position, float[] color) {
int offset = mCount * 2 * 4;
System.arraycopy(position, 0, mLinePoints, offset, 8);
System.arraycopy(color, 0, mLineColors, offset, 4);
System.arraycopy(color, 0, mLineColors, offset + 4, 4);
mCount++;
}
public void reset() {
mCount = 0;
}
public void draw() {
if (mCount > 0) {
GraphicsEngine.setMMatrix(IDENTIY);
GraphicsEngine.setColors(mLineColors);
GraphicsEngine.setVertices4d(mLinePoints);
GraphicsEngine.disableTexture();
GLES20.glDrawArrays(GLES20.GL_LINES, 0, mCount * 2);
int error = GLES20.glGetError();
if (error != 0)
Log.e("OpenGL", "Draw " + error); // Prints error 1282
GraphicsEngine.disableColors();
reset();
}
}
}
此代码工作正常,没有错误
public class LineEngine {
private static final float[] IDENTIY = new float[16];
private FloatBuffer mLinePoints;
private FloatBuffer mLineColors;
private int mCount;
public LineEngine(int maxLines) {
Matrix.setIdentityM(IDENTIY, 0);
ByteBuffer byteBuf = ByteBuffer.allocateDirect(maxLines * 2 * 4 * 4);
byteBuf.order(ByteOrder.nativeOrder());
mLinePoints = byteBuf.asFloatBuffer();
byteBuf = ByteBuffer.allocateDirect(maxLines * 2 * 4 * 4);
byteBuf.order(ByteOrder.nativeOrder());
mLineColors = byteBuf.asFloatBuffer();
reset();
}
public void addLine(float[] position, float[] color) {
mLinePoints.put(position, 0, 8);
mLineColors.put(color, 0, 4);
mLineColors.put(color, 0, 4);
mCount++;
}
public void reset() {
mLinePoints.position(0);
mLineColors.position(0);
mCount = 0;
}
public void draw() {
if (mCount > 0) {
mLinePoints.position(0);
mLineColors.position(0);
GraphicsEngine.setMMatrix(IDENTIY);
GraphicsEngine.setColors(mLineColors);
GraphicsEngine.setVertices4d(mLinePoints);
GraphicsEngine.disableTexture();
GLES20.glDrawArrays(GLES20.GL_LINES, 0, mCount * 2);
int error = GLES20.glGetError();
if (error != 0)
Log.e("OpenGL", "Draw " + error); // no errors
GraphicsEngine.disableColors();
reset();
}
}
}
相关的 GraphicsEngine 代码在这里
public static void setVertices4d(FloatBuffer vertices) {
GLES20.glVertexAttribPointer(aVertexHandle, 4, GLES20.GL_FLOAT, false,
16, vertices);
GLES20.glEnableVertexAttribArray(aVertexHandle);
mState.shape = -1;
}
public static void setVertices4d(float[] vertices) {
GLES20.glVertexAttrib4fv(aVertexHandle, vertices, 0);
GLES20.glEnableVertexAttribArray(aVertexHandle);
mState.shape = -1;
}
public static void setColors(FloatBuffer colors){
GLES20.glVertexAttribPointer(aColor, 4, GLES20.GL_FLOAT, false,
16, colors);
GLES20.glEnableVertexAttribArray(aColor);
GLES20.glUniform1i(GraphicsEngine.uEnableColors, 1);
}
public static void setColors(float[] colors){
GLES20.glVertexAttrib4fv(aColor, colors, 0);
GLES20.glEnableVertexAttribArray(aColor);
GLES20.glUniform1i(GraphicsEngine.uEnableColors, 1);
}
我不想使用 FloatBuffers,因为它们比浮点数组更慢。