未能在 OpenGl/Android 中使用 VBO

Failing to use VBOs in OpenGl/Android

各位程序员大家好,

网上找遍了,网上的例子也查了,还是搞不明白。很抱歉,如果之前有人问过这个问题,经过一周的调试后我很累。我希望你能帮助我。

基本上问题是我尝试绘制一些四边形(带三角形)但什么也没有绘制。以前我在没有 VBO 的情况下按照官方 Android 网站上 'Triangle example' 中描述的方式进行绘图。一切正常,但我认为在 Renderer.OnDrawFrame() 中更新 vertices/indices 缓冲区效率不高 :)

这是我的代码:

public class FloorPlanRenderer implements GLSurfaceView.Renderer {

public volatile float mAngle;

// mMVPMatrix is an abbreviation for "Model View Projection Matrix"
private final float[] mMVPMatrix = new float[16];
private final float[] mProjectionMatrix = new float[16];
private final float[] mViewMatrix = new float[16];
private final float[] mRotationMatrix = new float[16];

private GLSurfaceView mGlView;
private GlEngine mGlEngine;
private boolean dataSet = false;

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    // Set the background frame color
    GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

    // Initialize the accumulated rotation matrix
    Matrix.setIdentityM(mRotationMatrix, 0);

    // Position the eye in front of the origin.
    final float eyeX = 0.0f;
    final float eyeY = 0.0f;
    final float eyeZ = -3.0f;

    // We are looking toward the distance
    final float lookX = 0.0f;
    final float lookY = 0.0f;
    final float lookZ = 0.0f; //-5.0f;

    // Set our up vector. This is where our head would be pointing were we holding the camera.
    final float upX = 0.0f;
    final float upY = 1.0f;
    final float upZ = 0.0f;

    // Set the view matrix. This matrix can be said to represent the camera position.
    Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);
    mGlEngine = new GlEngine(10);
    mGlEngine.registerQuad(new Wall(-0.5f, 0.4f, -0.2f, 0.4f));
    mGlEngine.registerQuad(new Wall(0.5f, 0.4f, 0.2f, 0.4f));
    mGlEngine.registerQuad(new Wall(0.0f, 0.0f, 0.0f, 0.3f, 0.02f));
}

@Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
    GLES20.glViewport(0, 0, width, height);

    // Create a new perspective projection matrix. The height will stay the same
    // while the width will vary as per aspect ratio.
    final float ratio = (float) width / height;
    final float left = -ratio;
    final float right = ratio;
    final float bottom = -1.0f;
    final float top = 1.0f;
    final float near = 3.0f;
    final float far = 7.0f;

    // this projection matrix is applied to object coordinates
    // in the onDrawFrame() method
    Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
}

@Override
public void onDrawFrame(GL10 gl) {
    float[] scratch = new float[16];

    // Calculate the projection and view transformation
    Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);

    Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, 1.0f);

    // Combine the rotation matrix with the projection and camera view
    // Note that the mMVPMatrix factor *must be first* in order
    // for the matrix multiplication product to be correct.
    Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);

    mGlEngine.render(scratch);
}

}

GlEngine class:

public class GlEngine {
public static final int COORDS_PER_VERTEX = 3;
public static final int ORDER_INDICES_PER_QUAD = 6;
public static final int VERTICES_PER_QUAD = 4;
public static final int SIZE_OF_FLOAT = Float.SIZE/Byte.SIZE;
public static final int SIZE_OF_SHORT = Short.SIZE/Byte.SIZE;

private int mQuadsNum = 0;
private int mLastCoordsIndex = 0;
private int mLastOrderIndex = 0;

private final FloatBuffer vertexBuffer;
private final ShortBuffer indexBuffer;

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
                // Note that the uMVPMatrix factor *must be first* in order
                // for the matrix multiplication product to be correct.
                "  gl_Position = uMVPMatrix * vPosition;" +
                "}";

// Use to access and set the view transformation
private int mMVPMatrixHandle;

private final String fragmentShaderCode =
        "precision mediump float;" +
                "uniform vec4 vColor;" +
                "void main() {" +
                "  gl_FragColor = vColor;" +
                "}";

private final int mProgram;

private int mPositionHandle;
private int mColorHandle;

private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 0.0f };
private boolean mDataInitNeeded = true;

public GlEngine(int quadsNum) {
    ByteBuffer bb = ByteBuffer.allocateDirect(quadsNum * VERTICES_PER_QUAD *
            COORDS_PER_VERTEX * SIZE_OF_FLOAT);
    bb.order(ByteOrder.nativeOrder()); // device hardware's native byte order
    vertexBuffer = bb.asFloatBuffer();

    ByteBuffer bb2 = ByteBuffer.allocateDirect(quadsNum *
            ORDER_INDICES_PER_QUAD * SIZE_OF_SHORT);
    bb2.order(ByteOrder.nativeOrder());
    indexBuffer = bb2.asShortBuffer();

    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER,
            vertexShaderCode);
    int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER,
            fragmentShaderCode);

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

public static int loadShader(int type, String shaderCode){

    // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
    // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
    int shader = GLES20.glCreateShader(type);

    // add the source code to the shader and compile it
    GLES20.glShaderSource(shader, shaderCode);
    GLES20.glCompileShader(shader);

    return shader;
}

public void registerQuad(Wall quad) {
    quad.putCoords(vertexBuffer);
    quad.putIndices(indexBuffer);
    mQuadsNum++;
}

// This code is dealing with VBO side of things
private final int[] mVerticesBufferId = new int[BUFFERS_COUNT];
private final int[] mIndicesBufferId = new int[BUFFERS_COUNT];
private static final int BUFFERS_COUNT = 1;

public void copyToGpu(FloatBuffer vertices) {
    GLES20.glGenBuffers(BUFFERS_COUNT, mVerticesBufferId, 0);

    // Copy vertices data into GPU memory
    GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVerticesBufferId[0]);
    GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertices.capacity() * SIZE_OF_FLOAT, vertices, GLES20.GL_STATIC_DRAW);

    // Cleanup buffer
    vertices.limit(0);
    vertices = null;
}

public void copyToGpu(ShortBuffer indices) {
    GLES20.glGenBuffers(BUFFERS_COUNT, mIndicesBufferId, 0);

    // Copy vertices data into GPU memory
    GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mIndicesBufferId[0]);
    GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, indices.capacity() * SIZE_OF_SHORT, indices, GLES20.GL_STATIC_DRAW);

    // Cleanup buffer
    indices.limit(0);
    indices = null;
}

public void render(float[] mvpMatrix) {
    setData();

    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);

    GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVerticesBufferId[0]);
    GLES20.glUseProgram(mProgram);

    mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
    GLES20.glEnableVertexAttribArray(mPositionHandle);
    GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, 0);

    mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
    GLES20.glUniform4fv(mColorHandle, 1, color, 0);

    // get handle to shape's transformation matrix
    mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
    // Pass the projection and view transformation to the shader
    GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);

    GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mIndicesBufferId[0]);

    // Draw quads
    GLES20.glDrawElements(
            GLES20.GL_TRIANGLES, mQuadsNum * ORDER_INDICES_PER_QUAD,
            GLES20.GL_UNSIGNED_SHORT, 0);

    GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
    GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
}

// This method is called on gl thread GlSurfaceView.queueEvent(...)
public void setData() {
    if (mDataInitNeeded) {
        // Reset positions of buffers for consuming in GL
        vertexBuffer.position(0);
        indexBuffer.position(0);

        copyToGpu(vertexBuffer);
        copyToGpu(indexBuffer);

        mDataInitNeeded = false;
    }
}

public void deallocateGlBuffers() {
    if (mVerticesBufferId[0] > 0) {
        GLES20.glDeleteBuffers(mVerticesBufferId.length, mVerticesBufferId, 0);
        mVerticesBufferId[0] = 0;
    }
    if (mIndicesBufferId[0] > 0) {
         GLES20.glDeleteBuffers(mIndicesBufferId.length, mIndicesBufferId, 0);
        mIndicesBufferId[0] = 0;
    }
}
}

代表长方形的墙class:

public class Wall {
// number of coordinates per vertex in this array
private static final int COORDS_PER_VERTEX = 3;
private static final int VERTICES_NUM = 4; // it's a rect after all
private static final float DEFAULT_WIDTH = 0.05f;
private static final float DEFAULT_COORDS_SOURCE = 0.5f;

private final float mCoords[] = new float[COORDS_PER_VERTEX * VERTICES_NUM];

private final short mDrawOrder[] = { 0, 1, 2,   // first triangle
                                     1, 2, 3 }; // second triangle

private int mVertexBufferPosition;
private int mIndexBufferPosition;

private final PointF mA = new PointF(0, 0);
private final PointF mB = new PointF(0, 0);
private float mWidth;

public Wall() {
    init(-DEFAULT_COORDS_SOURCE, DEFAULT_COORDS_SOURCE, DEFAULT_COORDS_SOURCE,
            -DEFAULT_COORDS_SOURCE, DEFAULT_WIDTH);
}

public Wall(float x1, float y1, float x2, float y2)
{
    init(x1, y1, x2, y2, DEFAULT_WIDTH);
}

public Wall(float x1, float y1, float x2, float y2, float width) {
    init(x1, y1, x2, y2, width);
}

private void init(float x1, float y1, float x2, float y2, float width) {
    mA.x = x1;
    mA.y = y1;
    mB.x = x2;
    mB.y = y2;
    mWidth = width;
    calcCoords();
}

private void calcCoords() {
    float[] vector = {mA.x - mB.x, mA.y - mB.y};
    float magnitude = (float) Math.sqrt(vector[0]*vector[0] + vector[1]*vector[1]);
    float[] identityVector = {vector[0]/magnitude, vector[1]/magnitude};
    float[] orthogonalIdentityVector = {identityVector[1], -identityVector[0]};

    mCoords[0] = mA.x + mWidth * orthogonalIdentityVector[0];
    mCoords[1] = mA.y + mWidth * orthogonalIdentityVector[1];

    mCoords[3] = mA.x - mWidth * orthogonalIdentityVector[0];
    mCoords[4] = mA.y - mWidth * orthogonalIdentityVector[1];

    mCoords[6] = mB.x + mWidth * orthogonalIdentityVector[0];
    mCoords[7] = mB.y + mWidth * orthogonalIdentityVector[1];

    mCoords[9] = mB.x - mWidth * orthogonalIdentityVector[0];
    mCoords[10] = mB.y - mWidth * orthogonalIdentityVector[1];
}

public void putCoords(FloatBuffer vertexBuffer) {
    mVertexBufferPosition = vertexBuffer.position();
    for (int i = 0; i < mDrawOrder.length; i++) {
        mDrawOrder[i] += mVertexBufferPosition/GlEngine.COORDS_PER_VERTEX;
    }
    vertexBuffer.put(mCoords);
}

public void putIndices(ShortBuffer indexBuffer) {
    mIndexBufferPosition = indexBuffer.position();
    indexBuffer.put(mDrawOrder);
}

public float getWidth() {
    return mWidth;
}

public void setWidth(float mWidth) {
    this.mWidth = mWidth;
}

public PointF getA() {
    return mA;
}

public void setA(float x, float y) {
    this.mA.x = x;
    this.mA.y = y;
}

public PointF getB() {
    return mB;
}

public void setB(float x, float y) {
    this.mB.x = x;
    this.mB.y = y;
}
}

在 Wall class 中,我将偏移量保存在放置顶点和索引的位置,因为此 class 将来会发生变化,并且它打算更新主缓冲区中的顶点(缓冲区将不会为每个 OnDrawFrame 重新编译)。

谢谢。我希望在你的帮助下,我能以某种方式克服我通往 OpenGl ES 的这个(另一个)障碍。

真丢脸!我顺便将索引放入了错误的数组。而不是这个:

// Copy vertices data into GPU memory
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mIndicesBufferId[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, indices.capacity() * SIZE_OF_SHORT, indices, GLES20.GL_STATIC_DRAW);

应该有:

// Copy vertices data into GPU memory
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mIndicesBufferId[0]);
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, indices.capacity() * SIZE_OF_SHORT, indices, GLES20.GL_STATIC_DRAW);

为什么羞耻?因为在日志中我看到:

07-23 16:20:05.442 5170-5264/com.example.neutrino.maze W/Adreno-ES20: : GL_INVALID_OPERATION

在第二次调用 glBufferData 之后,我将 GL_ARRAY_BUFFER 而不是 GL_ELEMENT_ARRAY_BUFFER。在许多情况下,这肯定是由复制粘贴引起的。