我已经尝试按照此处找到的有关绘制形状和对其应用投影的课程进行学习,但投影似乎不起作用。据我所知,我已经复制粘贴了项目中的所有代码,以下是重要的代码部分:
在我的Renderer
课堂上:
@Override
public void onDrawFrame(GL10 unused) {
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 shape
mTriangle.draw(mMVPMatrix);
}
@Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
draw
我Triangle
班的方法:
public void draw(float[] mvpMatrix) {
GLES20.glUseProgram(mProgram);
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition"); // get handle to vertex shader's vPosition member
GLES20.glEnableVertexAttribArray(mPositionHandle); // Enable a handle to the triangle vertices
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer); // Prepare the triangle coordinate data
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor"); // get handle to fragment shader's vColor member
GLES20.glUniform4fv(mColorHandle, 1, color, 0); // Set color for drawing the triangle
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); // get handle to shape's transformation matrix
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0); // Apply the projection and view transformation
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount); // Draw the triangle
GLES20.glDisableVertexAttribArray(mPositionHandle); // Disable vertex array
}
三角形仍在被拉伸。我究竟做错了什么?