我正在使用 OpenGLES 在 android 上学习基础知识。我在 SurfaceView 上渲染 2D 对象时遇到问题。我正在使用 3 个类:
- Graphic3D(名称中忽略 3D,我将使用此类进行 3D 立方体旋转)
- Graphic3DRenderer(实现渲染器)
- 图形二维三角形
当我在设备(三星 i5700)上运行应用程序时,我只能看到 Graphic3DRenderer.onDrawFrame 中指定的背景颜色。没有三角形。相机位置/方向还可以(我认为..)。在调试模式下,Graphic2DTriangle 中的 draw() 方法被调用,但屏幕上什么也没有发生。
类代码:
图形3D
public class Graphic3D extends Activity{
GLSurfaceView mySurface;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mySurface = new GLSurfaceView(this);
//mySurface.setRenderer(new Graphics3DRenderer());
mySurface.setRenderer(new Graphics3DRenderer());
setContentView(mySurface);
}
@Override
protected void onPause() {
super.onPause();
mySurface.onPause();
}
@Override
protected void onResume() {
super.onResume();
mySurface.onResume();
}
}
图形3DR渲染器
public class Graphics3DRenderer implements Renderer{
private Graphic2DTriangle tri;
public Graphics3DRenderer()
{
tri = new Graphic2DTriangle();
}
public void onSurfaceCreated(GL10 gl, EGLConfig eglConfig) {
gl.glDisable(GL10.GL_DITHER);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
gl.glClearColor(.8f, 0f, .2f, 1f);
gl.glClearDepthf(1f);
}
public void onDrawFrame(GL10 gl) {
gl.glDisable(GL10.GL_DITHER);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
GLU.gluLookAt(gl, 0, 0, -5, 0, 0, 0, 0, 2f, 0); // camera position | looking direction
tri.draw(gl);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
float ratio = (float) width/height;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 25);
}
}
图形二维三角形
public class Graphic2DTriangle {
private float vertices[] = {
0f, 1f, //p0
1f, -1f, //p1
-1f, -1f //p2
};
private FloatBuffer vertBuff;
private short[] pIndex = {0, 1, 2};
private ShortBuffer pBuff;
public Graphic2DTriangle()
{
ByteBuffer bBuff = ByteBuffer.allocateDirect(vertices.length * 4);
bBuff.order(ByteOrder.nativeOrder());
vertBuff = bBuff.asFloatBuffer();
vertBuff.put(vertices);
vertBuff.position(0);
ByteBuffer pbBuff = ByteBuffer.allocate(pIndex.length * 2);
pbBuff.order(ByteOrder.nativeOrder());
pBuff = pbBuff.asShortBuffer();
pBuff.put(pIndex);
pBuff.position(0);
}
public void draw(GL10 gl)
{
gl.glFrontFace(GL10.GL_CW);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertBuff);
gl.glDrawElements(GL10.GL_TRIANGLES, pIndex.length, GL10.GL_UNSIGNED_SHORT, pBuff);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
}