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我已经在 Android 上用 OPENGL 库完成了一个 3d 立方体,立方体工作得很好,但是要在立方体上打印的图像没有显示......

这是我的渲染(java类)的代码:

public class GLRenderEx implements Renderer {

    private GLCube cube;
    Context c;

    public GLRenderEx(Context c) {
        cube = new GLCube();
        this.c = c;
    }

    @Override
    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, -3, 0, 0, 0, 0, 2, 0);

        long time = SystemClock.uptimeMillis() % 4000L;
        float angle = .090f * ((int) time);
        gl.glRotatef(angle, 2, 4, 3);

        cube.draw(gl);

    }

    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        // TODO Auto-generated method stub
        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);
    }

    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig egl) {
        gl.glDisable(GL10.GL_DITHER);
        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
        gl.glClearColor(0f, 0f, 0f, 1);
        gl.glClearDepthf(1f);
    }

}

这是我的立方体的代码:

    public class GLCube {

    /** The buffer holding the vertices */
    private FloatBuffer vertexBuffer;
    /** The buffer holding the texture coordinates */
    private FloatBuffer textureBuffer;
    /** The buffer holding the indices */
    private ByteBuffer indexBuffer;

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

    /**
     * The initial vertex definition
     * 
     * Note that each face is defined, even if indices are available, because of
     * the texturing we want to achieve
     */
    private float vertices[] = {
            // Vertices according to faces
            -1.0f,
            -1.0f,
            1.0f, // Vertex 0
            1.0f,
            -1.0f,
            1.0f, // v1
            -1.0f,
            1.0f,
            1.0f, // v2
            1.0f,
            1.0f,
            1.0f, // v3

            1.0f,
            -1.0f,
            1.0f, // ...
            1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f,

            1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f,
            1.0f, -1.0f,

            -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
            1.0f, 1.0f,

            -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f,
            -1.0f, 1.0f,

            -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f,
            1.0f, -1.0f, };

    /** The initial texture coordinates (u, v) */
    private float texture[] = {
            // Mapping coordinates for the vertices
            0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,

            0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,

            0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,

            0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,

            0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,

            0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,

    };

    /** The initial indices definition */
    private byte indices[] = {
            // Faces definition
            0, 1, 3, 0, 3,
            2, // Face front
            4, 5, 7, 4, 7,
            6, // Face right
            8, 9, 11, 8, 11,
            10, // ...
            12, 13, 15, 12, 15, 14, 16, 17, 19, 16, 19, 18, 20, 21, 23, 20, 23,
            22, };

    /**
     * The Cube constructor.
     * 
     * Initiate the buffers.
     */
    public GLCube() {
        //
        ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4);
        byteBuf.order(ByteOrder.nativeOrder());
        vertexBuffer = byteBuf.asFloatBuffer();
        vertexBuffer.put(vertices);
        vertexBuffer.position(0);

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

        //
        indexBuffer = ByteBuffer.allocateDirect(indices.length);
        indexBuffer.put(indices);
        indexBuffer.position(0);
    }

    /**
     * The object own drawing function. Called from the renderer to redraw this
     * instance with possible changes in values.
     * 
     * @param gl
     *            - The GL Context
     */
    public void draw(GL10 gl) {
        // Bind our only previously generated texture in this case
        gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
        gl.glEnable(GL10.GL_TEXTURE_2D);
        // 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_CCW);

        // Enable the vertex and texture state
        gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
        gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);

        // Draw the vertices as triangles, based on the Index Buffer information
        gl.glDrawElements(GL10.GL_TRIANGLES, indices.length,
                GL10.GL_UNSIGNED_BYTE, indexBuffer);

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

    /**
     * Load the textures
     * 
     * @param gl
     *            - The GL Context
     * @param context
     *            - The Activity context
     */
    public void loadGLTexture(GL10 gl, Context context) {
        // Get the texture from the Android resource directory
        InputStream is = context.getResources().openRawResource(
                R.drawable.ic_launcher);
        Bitmap bitmap = null;
        try {
            // BitmapFactory is an Android graphics utility for images
            bitmap = BitmapFactory.decodeStream(is);

        } finally {
            // Always clear and close
            try {
                is.close();
                is = null;
            } catch (IOException e) {
            }
        }

        // 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_CLAMP_TO_EDGE);
        gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
                GL10.GL_CLAMP_TO_EDGE);

        // Use the 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();
    }
}

为什么我的代码上的位图没有显示在多维数据集中??!!

谢谢。

4

3 回答 3

2

我查看了您的代码,但没有找到您调用的地方loadGLTexture()。当我实现你的代码来制作纹理时,我只是在cube.loadGLTexture(gl, c);上面cube.draw(gl);onDrawFrame()方法中添加了。希望有帮助。

于 2013-10-19T06:01:21.273 回答
1

如果要为对象添加纹理,则必须启用纹理glEnable(GL_TEXTURE_2D);

我在您的代码中的任何地方都没有看到这一点。

于 2012-09-23T20:44:42.723 回答
0

我和你一样有问题。

导致我的问题是纹理与立方体不完全匹配。

仔细检查您的代码,您可能会注意到一些不匹配。

于 2012-09-26T08:24:04.720 回答