よし、ぐっすり眠り、正射影に関する RedOrav のアドバイスを適用した後、さらにブラウジングして動作させました!
RedOrav によって提供されたコード スニペットは実際に機能しましたが、正射影に切り替えた後も、幅が 0.15f という小さな正方形と三角形を描画していました。幅が 1 ピクセル未満なのでほとんど見えません。
背景/正方形/三角形のコードをより合理的なもの (30.0f) に変更した後、それらが表示されました!
コードをもう少しいじって、ポジショニングが適切に機能するようにしました。プロジェクトの作業コピーをチェックアウトしたい人のために、コードをbitbucketに送信しました。
G.getYPos() が必要な理由は、下の座標 = 0、上が画面の高さだからです。すべてのテクスチャを上下逆にすることなく、より良い反転方法を見つけることができませんでした。
重要な初期化部分は次のとおりです。
グローバルヘルパー
public class G {
public static float ratio;
public static int width, height;
/** The texture pointer */
public static int[] textures = new int[3];
final static int TEXTURE_DEFAULT = 0;
final static int TEXTURE_BG = 1;
final static int TEXTURE_ANDROID = 2;
final static int TEXTURE_TURTLE = 3;
/**
* Since (bottom = 0, top = height), we need to invert the values so they make sense logically.
*/
public static int getYPos(int top) {
return G.height - top;
}
}
レンダラー クラス
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
this.loadGLTextures(gl);
gl.glClearColor(1.0f, 0.0f, 0.0f, 1.0f); //Red Background
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
// Save these for global use.
G.width = width;
G.height = height;
G.ratio = (float) width / height;
// Set up orthogonal viewport and make adjustments for screen ratio
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, 0, width, 0, height); // The parameters are weird but bottom = 0 so we need an inverter function G.
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
// Start setting up the constructs we need
bg = new Background();
squares = new ArrayList<Square>();
squares.add(new Square(width / 2, G.getYPos(0))); // middle/top of the screen
squares.add(new Square(width / 2, G.height /2)); // center of the screen
triangles = new ArrayList<Triangle>();
triangles.add(new Triangle(0, G.getYPos(0))); // top left
triangles.add(new Triangle(width, G.getYPos(height))); // bottom right
triangles.add(new Triangle(width /2, height /2)); // middle
}
@Override
public void onDrawFrame(GL10 gl) {
// Clear the screen
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
bg.draw(gl);
for (Square s : squares) {
s.draw(gl);
}
// Draw correctly scaled triangles
for (Triangle t : triangles) {
t.draw(gl);
}
try {
Thread.sleep(400);
}
catch (InterruptedException e) {
}
}
/**
* Loads the textures up.
*/
public void loadGLTextures(GL10 gl) {
int[] texture_map = new int[] { R.drawable.bg_game, R.drawable.ic_launcher };
Bitmap bitmap;
// generate one texture pointer, keep 0 as blank/default
gl.glGenTextures(texture_map.length, G.textures, 0);
for (int i = 0; i < texture_map.length; i++) {
// loading texture
bitmap = BitmapFactory.decodeResource(context.getResources(), texture_map[i]);
// ...and bind it to our array
gl.glBindTexture(GL10.GL_TEXTURE_2D, G.textures[i +1]);
// create nearest filtered 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);
// Use Android GLUtils to specify a two-dimensional texture image from our bitmap
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
// Clean up
bitmap.recycle();
}
}
背景クラス
p
ublic class Background {
private FloatBuffer vertexBuffer; // buffer holding the vertices
private float vertices[] = {
-1.0f, -1.0f, 0.0f, // V1 - bottom left
-1.0f, 1.0f, 0.0f, // V2 - top left
1.0f, -1.0f, 0.0f, // V3 - bottom right
1.0f, 1.0f, 0.0f // V4 - top right
};
private FloatBuffer textureBuffer; // buffer holding the texture coordinates
private float texture[] = {
// Mapping coordinates for the vertices
0.0f, 1.0f, // top left (V2)
0.0f, 0.0f, // bottom left (V1)
1.0f, 1.0f, // top right (V4)
1.0f, 0.0f // bottom right (V3)
};
public Background() {
// Recalculate the vertices so they fit the screen
vertices[0] = 0; // v1 left
vertices[1] = G.height; // v1 bottom
vertices[3] = 0; // v2 left
vertices[4] = 0; // v2 top
vertices[6] = G.width; // v3 right
vertices[7] = G.height; // v3 bottom
vertices[9] = G.width; // v4 right
vertices[10] = 0; // v4 top
// a float has 4 bytes so we allocate for each coordinate 4 bytes
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
// allocates the memory from the byte buffer
vertexBuffer = byteBuffer.asFloatBuffer();
// fill the vertexBuffer with the vertices
vertexBuffer.put(vertices);
// set the cursor position to the beginning of the buffer
vertexBuffer.position(0);
byteBuffer = ByteBuffer.allocateDirect(texture.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
textureBuffer = byteBuffer.asFloatBuffer();
textureBuffer.put(texture);
textureBuffer.position(0);
}
public void draw(GL10 gl) {
gl.glEnable(GL10.GL_TEXTURE_2D); // Twig;
// Bind the previously generated texture
gl.glBindTexture(GL10.GL_TEXTURE_2D, G.textures[G.TEXTURE_BG]);
// Point to our buffers
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
// Draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
//Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisable(GL10.GL_TEXTURE_2D); // twig;
}
}
Square クラス
位置があり、アルファ透明度を適用する点を除いて、background と非常によく似ています。
public class Square {
private FloatBuffer vertexBuffer; // buffer holding the vertices
private float vertices[] = {
-1.0f, -1.0f, 0.0f, // V1 - bottom left
-1.0f, 1.0f, 0.0f, // V2 - top left
1.0f, -1.0f, 0.0f, // V3 - bottom right
1.0f, 1.0f, 0.0f // V4 - top right
};
private FloatBuffer textureBuffer; // buffer holding the texture coordinates
private float texture[] = {
// Mapping coordinates for the vertices
0.0f, 1.0f, // top left (V2)
0.0f, 0.0f, // bottom left (V1)
1.0f, 1.0f, // top right (V4)
1.0f, 0.0f // bottom right (V3)
};
public Square(float posX, float posY) {
float w = 30f;
float h = w;
vertices[0] = posX - w; // left
vertices[3] = posX - w;
vertices[6] = posX + w; // right
vertices[9] = posX + w;
vertices[1] = posY - h; // top
vertices[4] = posY + h;
vertices[7] = posY - h; // bottom
vertices[10] = posY + h;
// a float has 4 bytes so we allocate for each coordinate 4 bytes
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
// allocates the memory from the byte buffer
vertexBuffer = byteBuffer.asFloatBuffer();
// fill the vertexBuffer with the vertices
vertexBuffer.put(vertices);
// set the cursor position to the beginning of the buffer
vertexBuffer.position(0);
byteBuffer = ByteBuffer.allocateDirect(texture.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
textureBuffer = byteBuffer.asFloatBuffer();
textureBuffer.put(texture);
textureBuffer.position(0);
}
/** The draw method for the square with the GL context */
public void draw(GL10 gl) {
// Enable alpha transparency
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
// bind the previously generated texture
gl.glEnable(GL10.GL_TEXTURE_2D); // Twig;
gl.glBindTexture(GL10.GL_TEXTURE_2D, G.textures[G.TEXTURE_ANDROID]);
// Point to our buffers
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// reset the colour for the square
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
// Draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
//Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Disable alpha transparency
gl.glDisable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ZERO);
gl.glDisable(GL10.GL_TEXTURE_2D); // twig;
}
}
三角クラス
public class Triangle {
private FloatBuffer vertexBuffer; // buffer holding the vertices
private float vertices[] = {
-0.5f, -0.5f, 0.0f, // V1 - first vertex (x,y,z)
0.5f, -0.5f, 0.0f, // V2 - second vertex
0.0f, 0.5f, 0.0f // V3 - third vertex
};
public Triangle(float posX, float posY) {
int w = 30;
int h = w;
vertices[0] = posX - (w/2); // left
vertices[3] = posX + (w/2); // right
vertices[6] = posX; // middle
vertices[1] = posY - (h/2); // bottom
vertices[4] = posY - (h/2); // bottom
vertices[7] = posY + (h/2); // top
// a float has 4 bytes so we allocate for each coordinate 4 bytes
ByteBuffer vertexByteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
vertexByteBuffer.order(ByteOrder.nativeOrder());
// allocates the memory from the byte buffer
vertexBuffer = vertexByteBuffer.asFloatBuffer();
// fill the vertexBuffer with the vertices
vertexBuffer.put(vertices);
// set the cursor position to the beginning of the buffer
vertexBuffer.position(0);
}
public void draw(GL10 gl) {
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// set the colour for the triangle
gl.glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
// Draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
// Reset the colour
gl.glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
//Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
}
これが、OpenGL の開始に関して同様の問題を抱えている他の人に役立つことを願っています。