AIDE OpenGL es 2.0 三角形无法渲染
AIDE OpenGL es 2.0 triangle will not render
您好,这是我第一次使用这个网站,也是我第一次使用 OpenGL es 2.0。
所以我的问题是我正在使用 AIDE 并试图学习如何使用 OpenGL es 2.0 我现在不知所措并且碰壁了。编译器没有显示任何错误,应用程序本身也没有崩溃。它只是不会渲染一个该死的三角形。我已经尝试了我能想到的一切。看了多个例子。什么都不起作用。
所以这是我的代码。
(完全没有盗用 android 开发者网站)
f0x三角形
public class f0xTriangle
{
private final int program;
private final int vertexCount = triangleCoords.length /
COORDS_PER_VERTEX;
private final int vertexStride = COORDS_PER_VERTEX * 4;
private int positionHandle;
private int colorHandle;
private final String vertexShaderCode
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = vPosition;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private FloatBuffer vertexBuffer;
static final int COORDS_PER_VERTEX = 3;
static float triangleCoords[] = { //in counter clockwise order
0.0f, 0.622008459f, 0.0f, //top
-0.5f, 0.311004243f, 0.0f, //bottom left
0.5f, 0.311004243f, 0.0f //bottom right
};
// Set color with red, green, blue and alpha (opacity) values
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };
public f0xTriangle(){
ByteBuffer bb = ByteBuffer.allocateDirect(triangleCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(triangleCoords);
vertexBuffer.position(0);
int vertexShader = f0xGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = f0xGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
program = GLES20.glCreateProgram();
GLES20.glAttachShader(vertexShader, program);
GLES20.glAttachShader(fragmentShader, program);
GLES20.glLinkProgram(program);
}
public void draw(){
GLES20.glUseProgram(program);
positionHandle = GLES20.glGetAttribLocation(program, "vPosition");
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
colorHandle = GLES20.glGetUniformLocation(program, "vColor");
GLES20.glUniform4fv(colorHandle, 1, color, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
GLES20.glDisableVertexAttribArray(positionHandle);
}
}
f0xGLRenderer
public class f0xGLRenderer implements GLSurfaceView.Renderer
{
private f0xTriangle triangle;
public void onSurfaceCreated(GL10 p1, EGLConfig config)
{
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
triangle = new f0xTriangle();
}
public void onDrawFrame(GL10 p1)
{
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
triangle.draw();
}
public void onSurfaceChanged(GL10 p1, int width, int height)
{
GLES20.glViewport(0, 0, width, height);
}
public static int loadShader(int type, String shaderCode) {
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
}
f0xGLSurfaceView
public class f0xGLSurfaceView extends GLSurfaceView
{
private final f0xGLRenderer f0xrender;
public f0xGLSurfaceView(Context context) {
super(context);
setEGLContextClientVersion(2);
f0xrender = new f0xGLRenderer();
setRenderer(f0xrender);
setRenderMode(f0xGLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
}
OpenGl2Activity
public class OpenGL2Activity extends Activity
{
private f0xGLSurfaceView glView;
@Override
public void onCreate(Bundle savedInstantStates) {
super.onCreate(savedInstantStates);
glView = new f0xGLSurfaceView(this);
setContentView(glView);
}
}
显然我不知道发生了什么。任何指示和建议将不胜感激。谢谢你。
另一方面,我使用 AIDE 的原因是因为它是我目前唯一可以用来编码的东西。我没有电脑……唉,希望不是编译器吧。
将着色器对象附加到程序对象时交换了参数。 glAttachShader
的第一个参数是程序对象,第二个是着色器对象:
GLES20.glAttachShader(vertexShader, program); // <--- this parameters have to be swapped
GLES20.glAttachShader(fragmentShader, program); // <--- this parameters too
参见 Android developers documentation - glAttachShader
:
glAttachShader
public static void glAttachShader (int program, int shader)
见Khronos OpenGL ES 2.0 reference page - glAttachShader
:
glAttachShader
— attach a shader object to a program object
void glAttachShader( GLuint program, GLuint shader);
Parameters
program
Specifies the program object to which a shader object will be attached.
shader
Specifies the shader object that is to be attached.
错误使用参数会导致 GL_INVALID_OPERATION
错误,并且没有着色器对象附加到程序对象。
注意,可以通过 glGetError
检查 OpenGL 错误
您好,这是我第一次使用这个网站,也是我第一次使用 OpenGL es 2.0。 所以我的问题是我正在使用 AIDE 并试图学习如何使用 OpenGL es 2.0 我现在不知所措并且碰壁了。编译器没有显示任何错误,应用程序本身也没有崩溃。它只是不会渲染一个该死的三角形。我已经尝试了我能想到的一切。看了多个例子。什么都不起作用。 所以这是我的代码。 (完全没有盗用 android 开发者网站)
f0x三角形
public class f0xTriangle
{
private final int program;
private final int vertexCount = triangleCoords.length /
COORDS_PER_VERTEX;
private final int vertexStride = COORDS_PER_VERTEX * 4;
private int positionHandle;
private int colorHandle;
private final String vertexShaderCode
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = vPosition;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private FloatBuffer vertexBuffer;
static final int COORDS_PER_VERTEX = 3;
static float triangleCoords[] = { //in counter clockwise order
0.0f, 0.622008459f, 0.0f, //top
-0.5f, 0.311004243f, 0.0f, //bottom left
0.5f, 0.311004243f, 0.0f //bottom right
};
// Set color with red, green, blue and alpha (opacity) values
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };
public f0xTriangle(){
ByteBuffer bb = ByteBuffer.allocateDirect(triangleCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(triangleCoords);
vertexBuffer.position(0);
int vertexShader = f0xGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = f0xGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
program = GLES20.glCreateProgram();
GLES20.glAttachShader(vertexShader, program);
GLES20.glAttachShader(fragmentShader, program);
GLES20.glLinkProgram(program);
}
public void draw(){
GLES20.glUseProgram(program);
positionHandle = GLES20.glGetAttribLocation(program, "vPosition");
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
colorHandle = GLES20.glGetUniformLocation(program, "vColor");
GLES20.glUniform4fv(colorHandle, 1, color, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
GLES20.glDisableVertexAttribArray(positionHandle);
}
}
f0xGLRenderer
public class f0xGLRenderer implements GLSurfaceView.Renderer
{
private f0xTriangle triangle;
public void onSurfaceCreated(GL10 p1, EGLConfig config)
{
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
triangle = new f0xTriangle();
}
public void onDrawFrame(GL10 p1)
{
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
triangle.draw();
}
public void onSurfaceChanged(GL10 p1, int width, int height)
{
GLES20.glViewport(0, 0, width, height);
}
public static int loadShader(int type, String shaderCode) {
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
}
f0xGLSurfaceView
public class f0xGLSurfaceView extends GLSurfaceView
{
private final f0xGLRenderer f0xrender;
public f0xGLSurfaceView(Context context) {
super(context);
setEGLContextClientVersion(2);
f0xrender = new f0xGLRenderer();
setRenderer(f0xrender);
setRenderMode(f0xGLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
}
OpenGl2Activity
public class OpenGL2Activity extends Activity
{
private f0xGLSurfaceView glView;
@Override
public void onCreate(Bundle savedInstantStates) {
super.onCreate(savedInstantStates);
glView = new f0xGLSurfaceView(this);
setContentView(glView);
}
}
显然我不知道发生了什么。任何指示和建议将不胜感激。谢谢你。 另一方面,我使用 AIDE 的原因是因为它是我目前唯一可以用来编码的东西。我没有电脑……唉,希望不是编译器吧。
将着色器对象附加到程序对象时交换了参数。 glAttachShader
的第一个参数是程序对象,第二个是着色器对象:
GLES20.glAttachShader(vertexShader, program); // <--- this parameters have to be swapped
GLES20.glAttachShader(fragmentShader, program); // <--- this parameters too
参见 Android developers documentation - glAttachShader
:
glAttachShader
public static void glAttachShader (int program, int shader)
见Khronos OpenGL ES 2.0 reference page - glAttachShader
:
glAttachShader
— attach a shader object to a program object
void glAttachShader( GLuint program, GLuint shader);
Parameters
program
Specifies the program object to which a shader object will be attached.shader
Specifies the shader object that is to be attached.
错误使用参数会导致 GL_INVALID_OPERATION
错误,并且没有着色器对象附加到程序对象。
注意,可以通过 glGetError