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我用以下课程制作了一个天空盒,图像在天空和草地的某些部分变得模糊,我试图弄清楚如何修复它,谢谢你的时间。 图片来自模拟器

public class SkyBox {
private static final String TAG = "skybox";
private FloatBuffer vertexBuffer;  // Vertex Buffer
private FloatBuffer texBuffer;     // Texture Coords Buffer

private int numFaces = 6;
private int[] imageFileIDs = {  // Image file IDs
  R.drawable.skybox,
  R.drawable.skybox1,
  R.drawable.skybox2,
  R.drawable.skybox3,
  R.drawable.skybox4,
  R.drawable.skybox5
};
private int[] textureIDs = new int[numFaces];
private Bitmap[] bitmap = new Bitmap[numFaces];
private float cubeHalfSize = 2f;

// Constructor - Set up the vertex buffer
public SkyBox(Context context) {
  // Allocate vertex buffer. An float has 4 bytes
  ByteBuffer vbb = ByteBuffer.allocateDirect(12 * 4 * numFaces);
  vbb.order(ByteOrder.nativeOrder());
  vertexBuffer = vbb.asFloatBuffer();

  // Read images. Find the aspect ratio and adjust the vertices accordingly.
  for (int face = 0; face < numFaces; face++) {
     bitmap[face] = BitmapFactory.decodeStream(
           context.getResources().openRawResource(imageFileIDs[face]));
     int imgWidth = bitmap[face].getWidth();
     int imgHeight = bitmap[face].getHeight();
     float faceWidth = 2.0f;
     float faceHeight = 2.0f;
     // Adjust for aspect ratio

        faceHeight = faceHeight * imgHeight / imgWidth; 

        faceWidth = faceWidth * imgWidth / imgHeight;

     float faceLeft = -faceWidth*20;
     float faceRight = -faceLeft;
     float faceTop = faceHeight*20;
     float faceBottom = -faceTop;

     // Define the vertices for this face
     float[] vertices = {
        faceLeft,  faceBottom, 0.0f,  // 0. left-bottom-front
        faceRight, faceBottom, 0.0f,  // 1. right-bottom-front
        faceLeft,  faceTop,    0.0f,  // 2. left-top-front
        faceRight, faceTop,    0.0f,  // 3. right-top-front
     };
     vertexBuffer.put(vertices);  // Populate
  }
  vertexBuffer.position(0);    // Rewind

  // Allocate texture buffer. An float has 4 bytes. Repeat for 6 faces.
  float[] texCoords = {
     0.0f, 1.0f,  // A. left-bottom
     1.0f, 1.0f,  // B. right-bottom
     0.0f, 0.0f,  // C. left-top
     1.0f, 0.0f   // D. right-top
  };
  ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4 * numFaces);
  tbb.order(ByteOrder.nativeOrder());
  texBuffer = tbb.asFloatBuffer();
  for (int face = 0; face < numFaces; face++) {
     texBuffer.put(texCoords);
  }
  texBuffer.position(0);   // Rewind
 }

 // Render the shape
 public void draw(GL10 gl) {
  gl.glFrontFace(GL10.GL_CCW);

  gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
  gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
  gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
  gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuffer);

  // front
  gl.glPushMatrix();
  gl.glTranslatef(0f, 0f, cubeHalfSize);
  gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[0]);
  gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
  gl.glPopMatrix();

  // left
  gl.glPushMatrix();
  gl.glRotatef(270.0f, 0f, 1f, 0f);
  gl.glTranslatef(0f, 0f, cubeHalfSize);
  gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[1]);
  gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 4, 4);
  gl.glPopMatrix();

  // back
  gl.glPushMatrix();
  gl.glRotatef(180.0f, 0f, 1f, 0f);
  gl.glTranslatef(0f, 0f, cubeHalfSize);
  gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[2]);
  gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 8, 4);
  gl.glPopMatrix();

  // right
  gl.glPushMatrix();
  gl.glRotatef(90.0f, 0f, 1f, 0f);
  gl.glTranslatef(0f, 0f, cubeHalfSize);
  gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[3]);
  gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 12, 4);
  gl.glPopMatrix();

  // top
  gl.glPushMatrix();
  gl.glRotatef(270.0f, 1f, 0f, 0f);
  gl.glTranslatef(0f, 0f, cubeHalfSize);
  gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[4]);
  gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 16, 4);
  gl.glPopMatrix();

  // bottom
  gl.glPushMatrix();
  gl.glRotatef(90.0f, 1f, 0f, 0f);
  gl.glTranslatef(0f, 0f, cubeHalfSize);
  gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[5]);
  gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 20, 4);
  gl.glPopMatrix();

  gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
  gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
 }

 // Load images into 6 GL textures
 public void loadTexture(GL10 gl) {
  gl.glGenTextures(6, textureIDs, 0); // Generate texture-ID array for 6 IDs

  Log.d(TAG, "gen number = " + textureIDs[0]);
  // Generate OpenGL texture images
  for (int face = 0; face < numFaces; face++) {
      Log.d(TAG, "gen number " + face + " = " + textureIDs[face]);
     gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[face]);
     gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST_MIPMAP_LINEAR);
     gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);

     // Build Texture from loaded bitmap for the currently-bind texture ID
     GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap[face], 0);
     bitmap[face].recycle();
  }
  }
}
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