为多个纹理 OpenGL-ES 充电 Android
Charging multiple textures OpenGL-ES Android
我正在按照 Nehe 的教程使用 OpenGL-E 为 Android 申请。我有一个带有纹理的立方体,我的问题是我想通过按下按钮来更改它(我在文件夹 "raw" 中有 2 个纹理)。我认为这是由于我的变量 imagenes
在其中我保存了我的图像的路径(R.raw.imagen 和 R.raw.imagen2 在 MainActivity.java
) 只在应用程序开始时对图像充电一次,所以即使我稍后在我的函数 onClick()
中更改变量,纹理仍然保持不变。
我试图做的是在 class TextureCube.java
中进行切换,在我加载的函数中查找我的变量 imagenes
纹理,因此它应该在应用程序开始时为第一张图像充电,然后如果我按下按钮将其更改为另一张图像,因为代码 onClick()
.
图像永远不会改变,因为我打印了变量 imagenes
。我不知道我做错了什么。
主要活动:
b.setOnClickListener(new OnClickListener() {
@Override
public void onClick(View v) {
if (get_imagenes() == R.raw.imagen) {
imagenes = R.raw.imagen2;
b.setText("image2");
} else if (get_imagenes() == R.raw.imagen2) {
imagenes = R.raw.imagen;
b.setText("image1");
}
}
});
纹理立方体:
// Construct an input stream to texture image
switch (main.imagenes) {
case R.raw.imagen:
is = context.getResources().openRawResource(R.raw.imagen);
break;
case R.raw.imagen2:
is = context.getResources().openRawResource(R.raw.imagen2);
break;
}
我留下了应用程序的其余代码here.Here是我的MainActivity代码:
public class MainActivity extends AppCompatActivity {
private GLSurfaceView glView;
private TextureCube cube;
int imagenes = R.raw.imagen;
Button b;
Bitmap bitmap;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
//GLSurfaceView
glView = new MyGLSurfaceView(this);
cube = new TextureCube();
setContentView(glView);
createButtons();
}
public void createButtons() {
//ButtonB
LinearLayout ll = new LinearLayout(this);
b = new Button(this);
b.setText("Change Texture");
ll.addView(b);
ll.setGravity(Gravity.BOTTOM | Gravity.CENTER);
this.addContentView(ll, new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT));
b.setOnClickListener(new OnClickListener() {
@Override
public void onClick(View v) {
if (get_imagenes() == R.raw.imagen) {
imagenes = R.raw.imagen2;
b.setText("image2");
} else if (get_imagenes() == R.raw.imagen2) {
imagenes = R.raw.imagen;
b.setText("image1");
}
}
});
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
super.onCreateOptionsMenu(menu);
getMenuInflater().inflate(R.menu.menu_main, menu);
return true;
}
@Override
public boolean onOptionsItemSelected(MenuItem item) {
// Handle action bar item clicks here. The action bar will
// automatically handle clicks on the Home/Up button, so long
// as you specify a parent activity in AndroidManifest.xml.
int id = item.getItemId();
//noinspection SimplifiableIfStatement
if (id == R.id.action_settings) {
return true;
}
return super.onOptionsItemSelected(item);
}
// Call back when the activity is going into the background
@Override
protected void onPause() {
super.onPause();
glView.onPause();
}
// Call back after onPause()
@Override
protected void onResume() {
super.onResume();
glView.onResume();
}
public int get_imagenes() {
return imagenes;
}
}
我的渲染器代码:
public class MyGLRenderer implements GLSurfaceView.Renderer {
private Context context;
private TextureCube cube;
private MainActivity main;
// For controlling cube's z-position, x and y angles and speeds
float angleX = 0;
float angleY = 0;
float speedX = 0;
float speedY = 0;
float z = -6.0f;
int currentTextureFilter = 0; // Texture filter
// Lighting (NEW)
boolean lightingEnabled = false; // Is lighting on? (NEW)
private float[] lightAmbient = {0.5f, 0.5f, 0.5f, 1.0f};
private float[] lightDiffuse = {1.0f, 1.0f, 1.0f, 1.0f};
private float[] lightPosition = {0.0f, 0.0f, 2.0f, 1.0f};
// Blending (NEW)
boolean blendingEnabled = false; // Is blending on? (NEW)
// Constructor
public MyGLRenderer(Context context) {
this.context = context; // Get the application context (NEW)
cube = new TextureCube();
}
// Call back when the surface is first created or re-created.
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); // Set color's clear-value to black
//gl.glClearColor(0f, 0f, 0f, 1.0f);
gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest
gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal
gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view
gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color
gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance
// Setup Texture, each time the surface is created (NEW)
cube.loadTexture(gl, context); // Load image into Texture (NEW)
gl.glEnable(GL10.GL_TEXTURE_2D); // Enable texture (NEW)
// Setup lighting GL_LIGHT1 with ambient and diffuse lights (NEW)
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, lightAmbient, 0);
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, lightDiffuse, 0);
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, lightPosition, 0);
gl.glEnable(GL10.GL_LIGHT1); // Enable Light 1 (NEW)
gl.glEnable(GL10.GL_LIGHT0); // Enable the default Light 0 (NEW)
// Setup Blending (NEW)
gl.glColor4f(1.0f, 1.0f, 1.0f, 0.5f); // Full brightness, 50% alpha (NEW)
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); // Select blending function (NEW)
}
// Call back after onSurfaceCreated() or whenever the window's size changes.
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
if (height == 0) height = 1; // To prevent divide by zero
float aspect = (float)width / height;
// Set the viewport (display area) to cover the entire window
gl.glViewport(0, 0, width, height);
// Setup perspective projection, with aspect ratio matches viewport
gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix
gl.glLoadIdentity(); // Reset projection matrix
// Use perspective projection
GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f);
gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix
gl.glLoadIdentity(); // Reset
}
@Override
public void onDrawFrame(GL10 gl) {
// Clear color and depth buffers
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
if (lightingEnabled) { //Enable lighting
gl.glEnable(GL10.GL_LIGHTING);
} else {
gl.glDisable(GL10.GL_LIGHTING);
}
if (blendingEnabled) { //Enable blending
gl.glEnable(GL10.GL_BLEND); // Turn blending on (NEW)
gl.glDisable(GL10.GL_DEPTH_TEST); // Turn depth testing off (NEW)
} else {
gl.glDisable(GL10.GL_BLEND); // Turn blending off (NEW)
gl.glEnable(GL10.GL_DEPTH_TEST); // Turn depth testing on (NEW)
}
// ----- Render the Cube ----- //
gl.glLoadIdentity(); // Reset the model-view matrix
gl.glTranslatef(0.0f, 0.0f, z); // Translate into the screen (NEW)
gl.glRotatef(angleX, 1.0f, 0.0f, 0.0f); // Rotate (NEW)
gl.glRotatef(angleY, 0.0f, 1.0f, 0.0f); // Rotate (NEW)
cube.draw(gl);
// Update the rotational angle after each refresh (NEW)
angleX += speedX; // (NEW)
angleY += speedY; // (NEW)
}
}
GLSurfaceView:
public class MyGLSurfaceView extends GLSurfaceView {
MyGLRenderer renderer;
MainActivity main;
private final float TOUCH_SCALE_FACTOR = 180.0f / 320.0f;
private float previousX;
private float previousY;
//Allocate and set the renderer
public MyGLSurfaceView(Context context) {
super(context);
renderer = new MyGLRenderer(context);
this.setRenderer(renderer);
this.requestFocus();
this.setFocusableInTouchMode(true);
}
// Handler for key event
@Override
public boolean onKeyUp(int keyCode, KeyEvent evt) {
switch(keyCode) {
case KeyEvent.KEYCODE_DPAD_LEFT: // Decrease Y-rotational speed
renderer.speedY += 0.1f;
break;
case KeyEvent.KEYCODE_DPAD_RIGHT: // Increase Y-rotational speed
renderer.speedY -= 0.1f;
break;
case KeyEvent.KEYCODE_DPAD_UP: // Decrease X-rotational speed
renderer.speedX += 0.1f;
break;
case KeyEvent.KEYCODE_DPAD_DOWN: // Increase X-rotational speed
renderer.speedX -= 0.1f;
break;
case KeyEvent.KEYCODE_A: // Zoom out (decrease z)
renderer.z -= 0.2f;
break;
case KeyEvent.KEYCODE_Z: // Zoom in (increase z)
renderer.z += 0.2f;
break;
case KeyEvent.KEYCODE_B: // Toggle Blending on/off (NEW)
renderer.blendingEnabled = !renderer.blendingEnabled;
break;
case KeyEvent.KEYCODE_L: // Toggle lighting on/off (NEW)
renderer.lightingEnabled = !renderer.lightingEnabled;
break;
}
return true;
}
// Handler for touch event
@Override
public boolean onTouchEvent(final MotionEvent event) {
float currentX = event.getX();
float currentY = event.getY();
float deltaX, deltaY;
switch (event.getAction()) {
case MotionEvent.ACTION_MOVE:
// Modify rotational angles according to movement
deltaX = currentX - previousX;
deltaY = currentY - previousY;
renderer.angleX += deltaY * TOUCH_SCALE_FACTOR;
renderer.angleY += deltaX * TOUCH_SCALE_FACTOR;
break;
}
// Save current x, y
previousX = currentX;
previousY = currentY;
return true; // Event handled
}
}
这里是 TextureCube:
public class TextureCube {
private FloatBuffer vertexBuffer; //Buffer for vertex-array
private FloatBuffer texBuffer; //Buffer for texture-coords-array (NEW)
private MainActivity main = new MainActivity();
private float[] vertices = { //Vertices for a face
-1.0f, -1.0f, 0.0f, //left-bottom-front
1.0f, -1.0f, 0.0f, //right-bottom-front
-1.0f, 1.0f, 0.0f, //left-top-front
1.0f, 1.0f, 0.0f //right-top-front
};
float[] texCoords = { // Texture coords
0.0f, 1.0f, //left-bottom
1.0f, 1.0f, //right-bottom
0.0f, 0.0f, //left-top
1.0f, 0.0f //right-top (
};
int[] textureIDs = new int[1]; //new
public TextureCube() {
// Setup vertex-array buffer
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder()); // Use native byte order
vertexBuffer = vbb.asFloatBuffer(); // Convert from byte to float
vertexBuffer.put(vertices); // Copy data into buffer
vertexBuffer.position(0); // Rewind
// Setup texture-array buffer
ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4);
tbb.order(ByteOrder.nativeOrder());
texBuffer = tbb.asFloatBuffer();
texBuffer.put(texCoords);
texBuffer.position(0);
}
// Draw the cube
public void draw(GL10 gl) {
gl.glFrontFace(GL10.GL_CCW); // Front face in counter-clockwise orientation
gl.glEnable(GL10.GL_CULL_FACE); // Enable cull face
gl.glCullFace(GL10.GL_BACK); // Cull the back face (don't display)
//Enable vertex and texture client
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Enable texture-coords-array (NEW)
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuffer); // Define texture-coords buffer (NEW)
//Draw all the faces
//Front
gl.glPushMatrix();
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
//Left
gl.glPushMatrix();
gl.glRotatef(270.0f, 0.0f, 1.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
//Back
gl.glPushMatrix();
gl.glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
//Right
gl.glPushMatrix();
gl.glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
//Top
gl.glPushMatrix();
gl.glRotatef(270.0f, 1.0f, 0.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
//Bottom
gl.glPushMatrix();
gl.glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Disable texture-coords-array (NEW)
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisable(GL10.GL_CULL_FACE);
}
// Load an image into GL texture
public void loadTexture(GL10 gl, Context context) {
gl.glGenTextures(1, textureIDs, 0); // Generate texture-ID array new
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[0]); // Bind to texture ID
// Set up texture filters
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
InputStream is = new InputStream() {
@Override
public int read() throws IOException {
return 0;
}
};
// Construct an input stream to texture image
switch (main.imagenes) {
case R.raw.imagen:
is = context.getResources().openRawResource(R.raw.imagen);
break;
case R.raw.imagen2:
is = context.getResources().openRawResource(R.raw.imagen2);
break;
}
Log.d("prueba","imagenes"+main.imagenes);
Bitmap bitmap;
try {
// Read and decode input as bitmap
bitmap = BitmapFactory.decodeStream(is);
} finally {
try {
is.close();
} catch (IOException e) {
}
}
// Build Texture from loaded bitmap for the currently-bind texture ID
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
}
}
在程序初始化时,你需要加载 2 个位图并将它们作为 2 个新纹理上传到 GPU (glGenTextures
/ glBindTexture
/ GLUtils.texImage2D
),这应该给你两个不同的 textureID:textureIDs[0]
和 textureIDs[1]
.
然后当您在 public void draw(GL10 gl)
中绘制立方体时,您需要使用 textureIDs[0]
或 textureIDs[1]
添加对 glBindTexture
的调用,具体取决于您的按钮状态。
您当前的代码仅将 2 个纹理之一加载到 GPU,第二个仅在单击按钮时加载到 RAM。而且你忘了在立方体的绘制函数中调用 glBindTexture
。
-- 编辑--
尝试用一些来更好地解释:
首先你需要在程序初始化时将两张图片加载到OpenGL纹理中,而不是在按下按钮时才加载第二张。
这将使事情更容易处理,并避免造成任何内存泄漏。所以我创建了一个新的 loadTextures
函数来做到这一点:
// you need 2 texture IDs now ...
int NB_GL_TEXTURES = 2;
int[] textureIDs = new int[NB_GL_TEXTURES];
// tool function to load a texture to OpenGL
public void loadTexture(GL10 gl, Context context, InputStream is, int GL_id_slot) {
// decode is to a Bitmap
Bitmap bitmap;
try {
bitmap = BitmapFactory.decodeStream(is);
} finally {
try {
is.close();
} catch (IOException e) {
}
}
// tell OpenGL what is the current GL texture
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[GL_id_slot]);
// Set up texture filters for current GL texture
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
// load the bitmap into current GL texture
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
// destroy the bitmap
bitmap.recycle();
}
// Loads the two images into two OpenGL textures
public void loadTextures(GL10 gl, Context context) {
// generate 2 GL textures IDs => textureIDs[0], textureIDs[1]
gl.glGenTextures(NB_GL_TEXTURES, textureIDs, 0);
// load imagen into GL tex of id textureIDs[0]
InputStream is_bitmap_0 = context.getResources().openRawResource(R.raw.imagen);
loadTexture(gl, context, is_bitmap_0, 0);
// load imagen2 into GL tex of id textureIDs[1]
InputStream is_bitmap_1 = context.getResources().openRawResource(R.raw.imagen2);
loadTexture(gl, context, is_bitmap_1, 1);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// ...
// Setup the 2 GL Textures, each time the surface is created
gl.glEnable(GL10.GL_TEXTURE_2D);
cube.loadTextures(gl, context);
// ...
}
下一步是更改立方体渲染代码以在每一帧调用 glBindTexture
,将正确的 GL 纹理 ID 传递给它:
// Draw the cube
public void draw(GL10 gl) {
// ...
//Enable vertex and texture client
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Enable texture-coords-array (NEW)
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuffer); // Define texture-coords buffer (NEW)
// choose which texture to use on the cube
int GL_id_slot = 0;
if (main.imagenes == R.raw.imagen)
GL_id_slot = 0;
else if (main.imagenes == R.raw.imagen2)
GL_id_slot = 1;
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[GL_id_slot]);
//Draw all the faces
// ...
}
我正在按照 Nehe 的教程使用 OpenGL-E 为 Android 申请。我有一个带有纹理的立方体,我的问题是我想通过按下按钮来更改它(我在文件夹 "raw" 中有 2 个纹理)。我认为这是由于我的变量 imagenes
在其中我保存了我的图像的路径(R.raw.imagen 和 R.raw.imagen2 在 MainActivity.java
) 只在应用程序开始时对图像充电一次,所以即使我稍后在我的函数 onClick()
中更改变量,纹理仍然保持不变。
我试图做的是在 class TextureCube.java
中进行切换,在我加载的函数中查找我的变量 imagenes
纹理,因此它应该在应用程序开始时为第一张图像充电,然后如果我按下按钮将其更改为另一张图像,因为代码 onClick()
.
图像永远不会改变,因为我打印了变量 imagenes
。我不知道我做错了什么。
主要活动:
b.setOnClickListener(new OnClickListener() {
@Override
public void onClick(View v) {
if (get_imagenes() == R.raw.imagen) {
imagenes = R.raw.imagen2;
b.setText("image2");
} else if (get_imagenes() == R.raw.imagen2) {
imagenes = R.raw.imagen;
b.setText("image1");
}
}
});
纹理立方体:
// Construct an input stream to texture image
switch (main.imagenes) {
case R.raw.imagen:
is = context.getResources().openRawResource(R.raw.imagen);
break;
case R.raw.imagen2:
is = context.getResources().openRawResource(R.raw.imagen2);
break;
}
我留下了应用程序的其余代码here.Here是我的MainActivity代码:
public class MainActivity extends AppCompatActivity {
private GLSurfaceView glView;
private TextureCube cube;
int imagenes = R.raw.imagen;
Button b;
Bitmap bitmap;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
//GLSurfaceView
glView = new MyGLSurfaceView(this);
cube = new TextureCube();
setContentView(glView);
createButtons();
}
public void createButtons() {
//ButtonB
LinearLayout ll = new LinearLayout(this);
b = new Button(this);
b.setText("Change Texture");
ll.addView(b);
ll.setGravity(Gravity.BOTTOM | Gravity.CENTER);
this.addContentView(ll, new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT));
b.setOnClickListener(new OnClickListener() {
@Override
public void onClick(View v) {
if (get_imagenes() == R.raw.imagen) {
imagenes = R.raw.imagen2;
b.setText("image2");
} else if (get_imagenes() == R.raw.imagen2) {
imagenes = R.raw.imagen;
b.setText("image1");
}
}
});
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
super.onCreateOptionsMenu(menu);
getMenuInflater().inflate(R.menu.menu_main, menu);
return true;
}
@Override
public boolean onOptionsItemSelected(MenuItem item) {
// Handle action bar item clicks here. The action bar will
// automatically handle clicks on the Home/Up button, so long
// as you specify a parent activity in AndroidManifest.xml.
int id = item.getItemId();
//noinspection SimplifiableIfStatement
if (id == R.id.action_settings) {
return true;
}
return super.onOptionsItemSelected(item);
}
// Call back when the activity is going into the background
@Override
protected void onPause() {
super.onPause();
glView.onPause();
}
// Call back after onPause()
@Override
protected void onResume() {
super.onResume();
glView.onResume();
}
public int get_imagenes() {
return imagenes;
}
}
我的渲染器代码:
public class MyGLRenderer implements GLSurfaceView.Renderer {
private Context context;
private TextureCube cube;
private MainActivity main;
// For controlling cube's z-position, x and y angles and speeds
float angleX = 0;
float angleY = 0;
float speedX = 0;
float speedY = 0;
float z = -6.0f;
int currentTextureFilter = 0; // Texture filter
// Lighting (NEW)
boolean lightingEnabled = false; // Is lighting on? (NEW)
private float[] lightAmbient = {0.5f, 0.5f, 0.5f, 1.0f};
private float[] lightDiffuse = {1.0f, 1.0f, 1.0f, 1.0f};
private float[] lightPosition = {0.0f, 0.0f, 2.0f, 1.0f};
// Blending (NEW)
boolean blendingEnabled = false; // Is blending on? (NEW)
// Constructor
public MyGLRenderer(Context context) {
this.context = context; // Get the application context (NEW)
cube = new TextureCube();
}
// Call back when the surface is first created or re-created.
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); // Set color's clear-value to black
//gl.glClearColor(0f, 0f, 0f, 1.0f);
gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest
gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal
gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view
gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color
gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance
// Setup Texture, each time the surface is created (NEW)
cube.loadTexture(gl, context); // Load image into Texture (NEW)
gl.glEnable(GL10.GL_TEXTURE_2D); // Enable texture (NEW)
// Setup lighting GL_LIGHT1 with ambient and diffuse lights (NEW)
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, lightAmbient, 0);
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, lightDiffuse, 0);
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, lightPosition, 0);
gl.glEnable(GL10.GL_LIGHT1); // Enable Light 1 (NEW)
gl.glEnable(GL10.GL_LIGHT0); // Enable the default Light 0 (NEW)
// Setup Blending (NEW)
gl.glColor4f(1.0f, 1.0f, 1.0f, 0.5f); // Full brightness, 50% alpha (NEW)
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); // Select blending function (NEW)
}
// Call back after onSurfaceCreated() or whenever the window's size changes.
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
if (height == 0) height = 1; // To prevent divide by zero
float aspect = (float)width / height;
// Set the viewport (display area) to cover the entire window
gl.glViewport(0, 0, width, height);
// Setup perspective projection, with aspect ratio matches viewport
gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix
gl.glLoadIdentity(); // Reset projection matrix
// Use perspective projection
GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f);
gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix
gl.glLoadIdentity(); // Reset
}
@Override
public void onDrawFrame(GL10 gl) {
// Clear color and depth buffers
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
if (lightingEnabled) { //Enable lighting
gl.glEnable(GL10.GL_LIGHTING);
} else {
gl.glDisable(GL10.GL_LIGHTING);
}
if (blendingEnabled) { //Enable blending
gl.glEnable(GL10.GL_BLEND); // Turn blending on (NEW)
gl.glDisable(GL10.GL_DEPTH_TEST); // Turn depth testing off (NEW)
} else {
gl.glDisable(GL10.GL_BLEND); // Turn blending off (NEW)
gl.glEnable(GL10.GL_DEPTH_TEST); // Turn depth testing on (NEW)
}
// ----- Render the Cube ----- //
gl.glLoadIdentity(); // Reset the model-view matrix
gl.glTranslatef(0.0f, 0.0f, z); // Translate into the screen (NEW)
gl.glRotatef(angleX, 1.0f, 0.0f, 0.0f); // Rotate (NEW)
gl.glRotatef(angleY, 0.0f, 1.0f, 0.0f); // Rotate (NEW)
cube.draw(gl);
// Update the rotational angle after each refresh (NEW)
angleX += speedX; // (NEW)
angleY += speedY; // (NEW)
}
}
GLSurfaceView:
public class MyGLSurfaceView extends GLSurfaceView {
MyGLRenderer renderer;
MainActivity main;
private final float TOUCH_SCALE_FACTOR = 180.0f / 320.0f;
private float previousX;
private float previousY;
//Allocate and set the renderer
public MyGLSurfaceView(Context context) {
super(context);
renderer = new MyGLRenderer(context);
this.setRenderer(renderer);
this.requestFocus();
this.setFocusableInTouchMode(true);
}
// Handler for key event
@Override
public boolean onKeyUp(int keyCode, KeyEvent evt) {
switch(keyCode) {
case KeyEvent.KEYCODE_DPAD_LEFT: // Decrease Y-rotational speed
renderer.speedY += 0.1f;
break;
case KeyEvent.KEYCODE_DPAD_RIGHT: // Increase Y-rotational speed
renderer.speedY -= 0.1f;
break;
case KeyEvent.KEYCODE_DPAD_UP: // Decrease X-rotational speed
renderer.speedX += 0.1f;
break;
case KeyEvent.KEYCODE_DPAD_DOWN: // Increase X-rotational speed
renderer.speedX -= 0.1f;
break;
case KeyEvent.KEYCODE_A: // Zoom out (decrease z)
renderer.z -= 0.2f;
break;
case KeyEvent.KEYCODE_Z: // Zoom in (increase z)
renderer.z += 0.2f;
break;
case KeyEvent.KEYCODE_B: // Toggle Blending on/off (NEW)
renderer.blendingEnabled = !renderer.blendingEnabled;
break;
case KeyEvent.KEYCODE_L: // Toggle lighting on/off (NEW)
renderer.lightingEnabled = !renderer.lightingEnabled;
break;
}
return true;
}
// Handler for touch event
@Override
public boolean onTouchEvent(final MotionEvent event) {
float currentX = event.getX();
float currentY = event.getY();
float deltaX, deltaY;
switch (event.getAction()) {
case MotionEvent.ACTION_MOVE:
// Modify rotational angles according to movement
deltaX = currentX - previousX;
deltaY = currentY - previousY;
renderer.angleX += deltaY * TOUCH_SCALE_FACTOR;
renderer.angleY += deltaX * TOUCH_SCALE_FACTOR;
break;
}
// Save current x, y
previousX = currentX;
previousY = currentY;
return true; // Event handled
}
}
这里是 TextureCube:
public class TextureCube {
private FloatBuffer vertexBuffer; //Buffer for vertex-array
private FloatBuffer texBuffer; //Buffer for texture-coords-array (NEW)
private MainActivity main = new MainActivity();
private float[] vertices = { //Vertices for a face
-1.0f, -1.0f, 0.0f, //left-bottom-front
1.0f, -1.0f, 0.0f, //right-bottom-front
-1.0f, 1.0f, 0.0f, //left-top-front
1.0f, 1.0f, 0.0f //right-top-front
};
float[] texCoords = { // Texture coords
0.0f, 1.0f, //left-bottom
1.0f, 1.0f, //right-bottom
0.0f, 0.0f, //left-top
1.0f, 0.0f //right-top (
};
int[] textureIDs = new int[1]; //new
public TextureCube() {
// Setup vertex-array buffer
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder()); // Use native byte order
vertexBuffer = vbb.asFloatBuffer(); // Convert from byte to float
vertexBuffer.put(vertices); // Copy data into buffer
vertexBuffer.position(0); // Rewind
// Setup texture-array buffer
ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4);
tbb.order(ByteOrder.nativeOrder());
texBuffer = tbb.asFloatBuffer();
texBuffer.put(texCoords);
texBuffer.position(0);
}
// Draw the cube
public void draw(GL10 gl) {
gl.glFrontFace(GL10.GL_CCW); // Front face in counter-clockwise orientation
gl.glEnable(GL10.GL_CULL_FACE); // Enable cull face
gl.glCullFace(GL10.GL_BACK); // Cull the back face (don't display)
//Enable vertex and texture client
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Enable texture-coords-array (NEW)
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuffer); // Define texture-coords buffer (NEW)
//Draw all the faces
//Front
gl.glPushMatrix();
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
//Left
gl.glPushMatrix();
gl.glRotatef(270.0f, 0.0f, 1.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
//Back
gl.glPushMatrix();
gl.glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
//Right
gl.glPushMatrix();
gl.glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
//Top
gl.glPushMatrix();
gl.glRotatef(270.0f, 1.0f, 0.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
//Bottom
gl.glPushMatrix();
gl.glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Disable texture-coords-array (NEW)
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisable(GL10.GL_CULL_FACE);
}
// Load an image into GL texture
public void loadTexture(GL10 gl, Context context) {
gl.glGenTextures(1, textureIDs, 0); // Generate texture-ID array new
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[0]); // Bind to texture ID
// Set up texture filters
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
InputStream is = new InputStream() {
@Override
public int read() throws IOException {
return 0;
}
};
// Construct an input stream to texture image
switch (main.imagenes) {
case R.raw.imagen:
is = context.getResources().openRawResource(R.raw.imagen);
break;
case R.raw.imagen2:
is = context.getResources().openRawResource(R.raw.imagen2);
break;
}
Log.d("prueba","imagenes"+main.imagenes);
Bitmap bitmap;
try {
// Read and decode input as bitmap
bitmap = BitmapFactory.decodeStream(is);
} finally {
try {
is.close();
} catch (IOException e) {
}
}
// Build Texture from loaded bitmap for the currently-bind texture ID
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
}
}
在程序初始化时,你需要加载 2 个位图并将它们作为 2 个新纹理上传到 GPU (glGenTextures
/ glBindTexture
/ GLUtils.texImage2D
),这应该给你两个不同的 textureID:textureIDs[0]
和 textureIDs[1]
.
然后当您在 public void draw(GL10 gl)
中绘制立方体时,您需要使用 textureIDs[0]
或 textureIDs[1]
添加对 glBindTexture
的调用,具体取决于您的按钮状态。
您当前的代码仅将 2 个纹理之一加载到 GPU,第二个仅在单击按钮时加载到 RAM。而且你忘了在立方体的绘制函数中调用 glBindTexture
。
-- 编辑--
尝试用一些来更好地解释:
首先你需要在程序初始化时将两张图片加载到OpenGL纹理中,而不是在按下按钮时才加载第二张。
这将使事情更容易处理,并避免造成任何内存泄漏。所以我创建了一个新的 loadTextures
函数来做到这一点:
// you need 2 texture IDs now ...
int NB_GL_TEXTURES = 2;
int[] textureIDs = new int[NB_GL_TEXTURES];
// tool function to load a texture to OpenGL
public void loadTexture(GL10 gl, Context context, InputStream is, int GL_id_slot) {
// decode is to a Bitmap
Bitmap bitmap;
try {
bitmap = BitmapFactory.decodeStream(is);
} finally {
try {
is.close();
} catch (IOException e) {
}
}
// tell OpenGL what is the current GL texture
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[GL_id_slot]);
// Set up texture filters for current GL texture
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
// load the bitmap into current GL texture
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
// destroy the bitmap
bitmap.recycle();
}
// Loads the two images into two OpenGL textures
public void loadTextures(GL10 gl, Context context) {
// generate 2 GL textures IDs => textureIDs[0], textureIDs[1]
gl.glGenTextures(NB_GL_TEXTURES, textureIDs, 0);
// load imagen into GL tex of id textureIDs[0]
InputStream is_bitmap_0 = context.getResources().openRawResource(R.raw.imagen);
loadTexture(gl, context, is_bitmap_0, 0);
// load imagen2 into GL tex of id textureIDs[1]
InputStream is_bitmap_1 = context.getResources().openRawResource(R.raw.imagen2);
loadTexture(gl, context, is_bitmap_1, 1);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// ...
// Setup the 2 GL Textures, each time the surface is created
gl.glEnable(GL10.GL_TEXTURE_2D);
cube.loadTextures(gl, context);
// ...
}
下一步是更改立方体渲染代码以在每一帧调用 glBindTexture
,将正确的 GL 纹理 ID 传递给它:
// Draw the cube
public void draw(GL10 gl) {
// ...
//Enable vertex and texture client
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Enable texture-coords-array (NEW)
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuffer); // Define texture-coords buffer (NEW)
// choose which texture to use on the cube
int GL_id_slot = 0;
if (main.imagenes == R.raw.imagen)
GL_id_slot = 0;
else if (main.imagenes == R.raw.imagen2)
GL_id_slot = 1;
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[GL_id_slot]);
//Draw all the faces
// ...
}