5

我遇到了一些问题,如果没有你们尝试,我无法很好地解释。

我无法正确加载立方体。不过,我能够让它在所有轴上都很好地旋转。(“轴”的复数是“轴”?)

我还没有尝试过灯光和纹理,所以如果你似乎还不能辨认出模型,我很抱歉。

这就是它现在的样子(自由旋转模型的快照):

立方体的快照。 尚未显示深度。

这是预期的结果:

搅拌机模型。 期望太高了,先生。

这是我的代码GLSurfaceView.Renderer

package dd.ww;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView.Renderer;
import android.opengl.Matrix;

public class Render implements Renderer {

    private Context context;
    private Cube cube;

    private float[] modelViewProjectionMatrix = new float[16];
    private float[] projectionMatrix = new float[16];
    private float[] viewMatrix = new float[16];
    private float[] rotationMatrix = new float[16];
    private float angle = 0f;

    public Render(Context context) {
        this.context = context;
    }

    @Override
    public void onSurfaceCreated(GL10 unused, EGLConfig config) {
        GLES20.glClearColor(1f, 1f, 1f, 1f);
        cube = new Cube(context);
    }

    @Override
    public void onSurfaceChanged(GL10 unused, int width, int height) {
        GLES20.glViewport(0, 0, width, height);
        float ratio = (float) width / (float) height;
        Matrix.frustumM(projectionMatrix, 0, -3f, 3f, -3f, 3f, 1f, 10f);
    }

    @Override
    public void onDrawFrame(GL10 unused) {
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
        //Camera position
        Matrix.setLookAtM(viewMatrix, 0, 0f, 0f, -4f, 0f, 0f, 0f, 0f, 1f, 0f);
        // projection x view = modelView
        Matrix.multiplyMM(modelViewProjectionMatrix, 0, projectionMatrix, 0, viewMatrix, 0);
        //Creating rotation matrix
        Matrix.setRotateM(rotationMatrix, 0, angle, 0f, 0f, -1f);
        //rotation x camera = modelView
        Matrix.multiplyMM(modelViewProjectionMatrix, 0, rotationMatrix, 0, modelViewProjectionMatrix, 0);
        Matrix.setRotateM(rotationMatrix, 0, angle, 0f, -1f, 0f);
        Matrix.multiplyMM(modelViewProjectionMatrix, 0, rotationMatrix, 0, modelViewProjectionMatrix, 0);
        Matrix.setRotateM(rotationMatrix, 0, angle, -1f, 0f, 0f);
        Matrix.multiplyMM(modelViewProjectionMatrix, 0, rotationMatrix, 0, modelViewProjectionMatrix, 0);

        cube.draw(modelViewProjectionMatrix);

        angle += 0.7f;
        if (angle > 360f)
            angle = 0f;
    }

}

这是 Cube 类的代码,以及它的 OBJ 加载器。OBJ Loader 用于加载从 Blender 导出的 OBJ 模型(这是 Cube 的预期结果,在 Blender 中显示。):

package dd.ww;

import java.io.BufferedReader;
import java.io.InputStreamReader;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import java.util.ArrayList;
import android.content.Context;
import android.content.res.AssetManager;
import android.opengl.GLES20;
import android.util.Log;

public class Cube {
    private Context context;
    private FloatBuffer vertexBuffer;
    private ShortBuffer indexBuffer;

    private int shaderProgram;

    //TODO: Go to Google Code, find OpenGL ES 2.0 Programming Guide source code, Android,
    //check in the ESShapes.java, and study the FloatBuffers...

    public Cube(Context c) {
        context = c;
        loadCube("cube/cube.obj");
    }

    private void loadCube(String filename) {

        ArrayList<Float> tempVertices = new ArrayList<Float>();
        //ArrayList<Float> tempNormals = new ArrayList<Float>();
        ArrayList<Short> vertexIndices = new ArrayList<Short>();
        //ArrayList<Short> normalIndices = new ArrayList<Short>();

        try {
            AssetManager manager = context.getAssets();
            BufferedReader reader = new BufferedReader(new InputStreamReader(manager.open(filename)));
            String line;
            while ((line = reader.readLine()) != null) {
                if (line.startsWith("v")) {
                    tempVertices.add(Float.valueOf(line.split(" ")[1])); //vx
                    tempVertices.add(Float.valueOf(line.split(" ")[2])); //vy
                    tempVertices.add(Float.valueOf(line.split(" ")[3])); //vz
                }
                //              else if (line.startsWith("vn")) {
                //                  tempNormals.add(Float.valueOf(line.split(" ")[1])); //nx
                //                  tempNormals.add(Float.valueOf(line.split(" ")[2])); //ny
                //                  tempNormals.add(Float.valueOf(line.split(" ")[3])); //nz
                //              }
                else if (line.startsWith("f")) {

                    /*
                    vertexIndices.add(Short.valueOf(tokens[1].split("/")[0])); //first point of a face
                    vertexIndices.add(Short.valueOf(tokens[2].split("/")[0])); //second point
                    vertexIndices.add(Short.valueOf(tokens[3].split("/")[0])); //third point
                    normalIndices.add(Short.valueOf(tokens[1].split("/")[2])); //first normal
                    normalIndices.add(Short.valueOf(tokens[2].split("/")[2])); //second normal
                    normalIndices.add(Short.valueOf(tokens[3].split("/")[2])); //third
                     */
                    //                  for (int i = 1; i <= 3; i++) {
                    //                      //String[] s = tokens[i].split("/");
                    //                      vertexIndices.add(Short.valueOf());
                    //                      //normalIndices.add(Short.valueOf(s[2]));
                    //                  }

                    vertexIndices.add(Short.valueOf(line.split(" ")[1]));
                    vertexIndices.add(Short.valueOf(line.split(" ")[2]));
                    vertexIndices.add(Short.valueOf(line.split(" ")[3]));
                }
            }

            float[] vertices = new float[tempVertices.size()];
            for (int i = 0; i < tempVertices.size(); i++) {
                Float f = tempVertices.get(i);
                vertices[i] = (f != null ? f : Float.NaN);
            }

            short[] indices = new short[vertexIndices.size()];
            for (int i = 0; i < vertexIndices.size(); i++) {
                Short s = vertexIndices.get(i);
                indices[i] = (s != null ? s : 1);
            }

            vertexBuffer = ByteBuffer.allocateDirect(vertices.length * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
            vertexBuffer.put(vertices).position(0);

            indexBuffer = ByteBuffer.allocateDirect(indices.length * 2).order(ByteOrder.nativeOrder()).asShortBuffer();
            indexBuffer.put(indices).position(0);


            int vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
            GLES20.glShaderSource(vertexShader, vertexCode);
            GLES20.glCompileShader(vertexShader);
            int fragmentShader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
            GLES20.glShaderSource(fragmentShader, fragmentCode);
            GLES20.glCompileShader(fragmentShader);

            shaderProgram = GLES20.glCreateProgram();
            GLES20.glAttachShader(shaderProgram, vertexShader);
            GLES20.glAttachShader(shaderProgram, fragmentShader);
            GLES20.glLinkProgram(shaderProgram);

            int[] linked = new int[1];
            GLES20.glGetProgramiv(shaderProgram, GLES20.GL_LINK_STATUS, linked, 0);
            if (linked[0] == 0){
                Log.d("DEBUG", "Shader code error.");
                Log.d("DEBUG", GLES20.glGetProgramInfoLog(shaderProgram));
                GLES20.glDeleteProgram(shaderProgram);
                return;
            }

            GLES20.glDeleteShader(vertexShader);
            GLES20.glDeleteShader(fragmentShader);




        }
        catch (Exception e) {
            Log.d("DEBUG", "Error.", e);
        }
    }

    private String vertexCode = "" +
            "attribute vec4 a_position;  \n" +
            "uniform mat4 mvpMatrix;     \n" +
            "void main() {               \n" +
            "   gl_Position = a_position * mvpMatrix;\n" +
            "}                           \n";

    private String fragmentCode = "" +
            "precision mediump float;                   \n" +
            "void main() {                              \n" +
            "   gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" +
            "}                                          \n";

    private int attribute_Position;
    private int uniform_mvpMatrix;

    public void draw(float[] mvpMatrix){
        GLES20.glUseProgram(shaderProgram);
        attribute_Position = GLES20.glGetAttribLocation(shaderProgram, "a_position");
        GLES20.glVertexAttribPointer(attribute_Position, 3, GLES20.GL_FLOAT, false, 3 * 4, vertexBuffer);
        GLES20.glEnableVertexAttribArray(attribute_Position);
        uniform_mvpMatrix = GLES20.glGetUniformLocation(shaderProgram, "mvpMatrix");
        GLES20.glUniformMatrix4fv(uniform_mvpMatrix, 1, false, mvpMatrix, 0);
        GLES20.glDrawElements(GLES20.GL_TRIANGLES, indexBuffer.capacity(), GLES20.GL_UNSIGNED_SHORT, indexBuffer);
        GLES20.glDisableVertexAttribArray(attribute_Position);
    }
}

最后,这里是 APK 附件(上传到 Mediafire,不应该被删除。它是非授权的免费软件)。附加的 APK 文件已签名,直接从我的项目中导出,并且只能在 Gingerbread 或更高版本上运行。(这就是 OpenGL ES 2.0 的用途...): Mediafire APK 文件的下载链接。

如果有人愿意帮助我意识到我做错了什么,我会为我的余生感到高兴。这个问题是我在搜索 SO 时发现的最接近的问题,有 40% 的可能性与我的问题有关。不幸的是,他的模型仍然变形。我发现的所有其他问题似乎都与纹理渲染不正确、模型转换等有关。但我会尽我所能找到与我有类似问题的问题。

4

1 回答 1

3

天啊...

我终于让它工作了。

快照 1

快照 2

问题在于 OpenGL ES 2.0 矩阵是如何工作的。

来自 SO 用户 Tim 的引述:

我相信它应该是 mvpMatrix * mRotationMatrix,但是你不应该使用与该函数的输入和输出相同的矩阵,你需要使用一个临时矩阵。Android.opengl.Matrix " 可以为结果、lhs 和/或 rhs 传递相同的浮点数组。但是,如果结果元素与 lhs 或 rhs 元素重叠,则结果元素值未定义。" 如果那没有帮助,请发布您的整个代码。

粗体字表示如果您这样做:

//Creating rotation matrix
Matrix.setRotateM(rotationMatrix, 0, angle, 0f, 0f, -1f);

//rotation x camera = modelView    
Matrix.multiplyMM(modelViewProjectionMatrix, 0, modelViewProjectionMatrix, 0, rotationMatrix, 0);

Matrix.setRotateM(rotationMatrix, 0, angle, 0f, -1f, 0f);
Matrix.multiplyMM(modelViewProjectionMatrix, 0, modelViewProjectionMatrix, 0, rotationMatrix, 0);

Matrix.setRotateM(rotationMatrix, 0, angle, -1f, 0f, 0f);
Matrix.multiplyMM(modelViewProjectionMatrix, 0, modelViewProjectionMatrix, 0, rotationMatrix, 0);

cube.draw(modelViewProjectionMatrix);

这看起来很正常,立方体看起来会倾斜。原因是, lhs 和 rhs 不应与生成的矩阵相同。

但是,如果你这样做:

//Creating rotation matrix
Matrix.setRotateM(rotationMatrix, 0, angle, 0f, 0f, -1f);

//rotation x camera = modelView
float[] duplicateMatrix = Arrays.copyOf(modelViewProjectionMatrix, 16);

Matrix.multiplyMM(modelViewProjectionMatrix, 0, duplicateMatrix, 0, rotationMatrix, 0);

Matrix.setRotateM(rotationMatrix, 0, angle, 0f, -1f, 0f);
duplicateMatrix = Arrays.copyOf(modelViewProjectionMatrix, 16);
Matrix.multiplyMM(modelViewProjectionMatrix, 0, duplicateMatrix, 0, rotationMatrix, 0);

Matrix.setRotateM(rotationMatrix, 0, angle, -1f, 0f, 0f);
duplicateMatrix = Arrays.copyOf(modelViewProjectionMatrix, 16);
Matrix.multiplyMM(modelViewProjectionMatrix, 0, duplicateMatrix, 0, rotationMatrix, 0);

cube.draw(modelViewProjectionMatrix);

它将正确显示。

我从哪里找到有用的提示。

这就是我意识到为什么有 3 个人投票结束这个问题的原因。他们一定是一开始就知道这个问题的答案,并希望我自己找到解决方案。向他们脱帽致敬...

我向上帝发誓,这是一个我终于克服的难题。浪费了2年的生命付诸东流……

于 2013-03-29T08:42:53.960 回答