12

我有一个实现 GLSurfaceView.Renderer 接口的渲染器;GLSurfaceView 的子类和一些代表我要绘制的对象的类。我有来自http://developer.android.com/training/graphics/opengl/motion.html的代码 我想扩展它并添加一些沿轴移动并且无法管理它。对象仅旋转。这是我的代码:

public class NotMyCoolRenderer implements GLSurfaceView.Renderer {

public GLShip mTriangle;
private GLBackgroundStar   mSquare;

private final float[] mMVPMatrix = new float[16];
private final float[] mProjMatrix = new float[16];
private final float[] mVMatrix = new float[16];
private final float[] mModelMatrix = new float[16];
private final float[] tempMatrix = new float[16];

public void onDrawFrame(GL10 unused) {
    // Draw 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);
    // Draw square
    mSquare.draw(mMVPMatrix);
    // Now moving on to triangle aka ship
    Matrix.setIdentityM(mModelMatrix, 0);
    Matrix.translateM(mModelMatrix, 0, 0.1f, 0f, 0);
    Matrix.rotateM(mModelMatrix, 0, mTriangle.mAngle, 0, 0, -1.0f);
    Matrix.multiplyMM(tempMatrix, 0, mVMatrix, 0, mProjMatrix, 0); 
    Matrix.multiplyMM(mMVPMatrix, 0, mModelMatrix , 0, tempMatrix , 0);  

    // Draw triangle
    mTriangle.draw(mMVPMatrix);
}
public void onSurfaceChanged(GL10 unused, int width, int height) {
    // Adjust the viewport based on geometry changes,
    // such as screen rotation
    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 class GLShip {
    public volatile float mAngle;
    private final String vertexShaderCode =
        // This matrix member variable provides a hook to manipulate
        // the coordinates of the objects that use this vertex shader
        "uniform mat4 uMVPMatrix;" +

        "attribute vec4 vPosition;" +
        "void main() {" +
        // the matrix must be included as a modifier of gl_Position
        "  gl_Position = uMVPMatrix * vPosition;" +
        "}";


    public void draw(float[] mvpMatrix) {
        // Add program to OpenGL environment
        GLES20.glUseProgram(mProgram);

        // get handle to vertex shader's vPosition member
        mPositionHandle = GLES20.glGetAttribLocation(mProgram, "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(mProgram, "vColor");

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

        // get handle to shape's transformation matrix
        mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
        NotMyCoolRenderer.checkGlError("glGetUniformLocation");

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

        // Draw the triangle
        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);

        // Disable vertex array
        GLES20.glDisableVertexAttribArray(mPositionHandle);
    }
}

我的期望是,在每次重绘时,对象都会旋转 mAngle 并沿 Y 轴平移 1f。我只能看到旋转(也有点投影)。实际上,我对此有一些疑问:如何应用我的翻译矩阵以及划分 opengl 功能的最佳实践是什么?modelMatrix 不应该存储在对象本身而不是渲染器中吗?矩阵运算应该在渲染器类中执行吗?我将它们组合在一起,因为我猜它们都是相关的。

4

3 回答 3

19

我一直在使用 Android 培训中的示例,以下方法最终对我有用。(基于Android 培训 > 使用 OpenGL ES 显示图形 > 添加运动

  1. 使用正确的顶点着色器:

    private final String vertexShaderCode =
    // This matrix member variable provides a hook to manipulate
    // the coordinates of the objects that use this vertex shader
    "uniform mat4 uMVPMatrix;" +
    "attribute vec4 vPosition;" +
    "void main() {" +
    // the matrix must be included as a modifier of gl_Position
    "  gl_Position = uMVPMatrix * vPosition;" +
    "}";
    
  2. 在渲染器类中:

    public class MyGL20Renderer implements GLSurfaceView.Renderer {
    [...]
    // create a model matrix for the triangle
    private final float[] mModelMatrix = new float[16];
    // create a temporary matrix for calculation purposes,
    // to avoid the same matrix on the right and left side of multiplyMM later
    // see https://stackoverflow.com/questions/13480043/opengl-es-android-matrix-transformations#comment18443759_13480364
    private float[] mTempMatrix = new float[16];
    [...]
    
  3. 在onDrawFrame中应用转换,从translation开始:

    public void onDrawFrame(GL10 unused) {
    [...]
    Matrix.setIdentityM(mModelMatrix, 0); // initialize to identity matrix
    Matrix.translateM(mModelMatrix, 0, -0.5f, 0, 0); // translation to the left
    
  4. 然后旋转

    // Create a rotation transformation for the triangle
    long time = SystemClock.uptimeMillis() % 4000L;
    float mAngle = 0.090f * ((int) time);
    Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
    
  5. 结合旋转和平移,避免使用mModelMatrix

    “作为multiplyMM左右两边的同一个矩阵”(见2

    // Combine Rotation and Translation matrices 
    mTempMatrix = mModelMatrix.clone();
    Matrix.multiplyMM(mModelMatrix, 0, mTempMatrix, 0, mRotationMatrix, 0);
    
  6. 将模型矩阵与投影和相机视图相结合;再次避免使用mModelMatrix

    “作为multiplyMM左右两边的同一个矩阵”(见2

    // Combine the model matrix with the projection and camera view
    mTempMatrix = mMVPMatrix.clone();
    Matrix.multiplyMM(mMVPMatrix, 0, mTempMatrix, 0, mModelMatrix, 0);
    
  7. 画出形状

    // Draw shape
    mTriangle.draw(mMVPMatrix);
    

谢谢大家,我可以从这个线程中获得所有有用的输入。

于 2013-06-25T08:47:13.170 回答
2

如果你想看到运动,你应该更新 mTriangle.mAngle 每帧(最好作为时间的函数来对抗由其他进程引起的速度差异或延迟......)。

注意 Matrix.setIdentityM(mModelMatrix, 0); 将所有累积的旋转和平移恢复到“零”或实际上恢复到单位矩阵......同样的约定顺便适用于所有集合函数。为了积累所有的变化,一个人必须

  • 设置身份(模型);
  • 翻译(转);// 获取旋转原点
  • 旋转(旋转矩阵);// 累积旋转
  • 翻译(t2);// 再次翻译到更好的位置...

还应该在每次调用之间保留对象平移向量 [ox,oy,oz] 的值,并将它们提供给 Matrix.translateM(mModelMatrix, ox, oy, oz, 0);

通常,尽可能早地连接所有“平移、旋转、缩放”等矩阵,并按对象缓存它们,或者按具有多个对象并具有边界框的复杂容器分层缓存,以便可以在后面剔除多个对象相机(或通常在视锥体之外)。

此外,通常将移动相机保持在一个矩阵中,并且每帧将其与投影矩阵相乘。

您可以从以下内容开始:

float Time = System.currentTimeMillis() * 0.01f;  // 10 radians / second == fast!
Matrix.translateM(mModelMatrix, Math.sin(Time)*2.0f, 0, 1f, 0);
...

正如 Tim 所注意到的,没有涉及投影矩阵,这意味着所有 z 值在此代码中的行为完全相同,即使更改 x 和 y 值会有所不同。

我很想说,MVP 矩阵意味着按 M * V * P = (M*V) * P = M * (V*P) 的顺序相乘。

于 2012-11-20T18:59:58.283 回答
1

请注意,您没有将投影矩阵应用于您正在绘制的三角形,这可能会导致问题。

应该是:

Matrix.multiplyMM(mMVMatrix, 0, mVMatrix, 0, mModelMatrix, 0);  
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVMatrix, 0); 
于 2012-11-20T19:10:09.697 回答