さまざまなテクスチャをさまざまなテクスチャ ユニットに配置し、どのテクスチャで描画するかを選択する方法を理解しようとしています。onDrawFrame()
メソッドに次のコードがあります
int[] texture = new int[7];
texture[0] =TextureHelper.loadTexture(mActivityContext,R.drawable.texture1);
texture[1] =TextureHelper.loadTexture(mActivityContext,R.drawable.texture2);
texture[2] =TextureHelper.loadTexture(mActivityContext,R.drawable.texture3);
texture[3] =TextureHelper.loadTexture(mActivityContext,R.drawable.texture4);
texture[4] =TextureHelper.loadTexture(mActivityContext,R.drawable.texture5);
texture[5] =TextureHelper.loadTexture(mActivityContext,R.drawable.texture6);
texture[6] =TextureHelper.loadTexture(mActivityContext,R.drawable.texture7);
for (int i = 0; i < 7; i ++) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[i]);
GLES20.glUniform1i(mTextureUniformHandle, i);
Matrix.setIdentityM(mModelMatrix, 0);
Matrix.translateM(mModelMatrix, 0, -0.60f + 0.2f * i, 0.0f, 0.0f);
draw();
}
これは、7 つの異なるテクスチャを別々のテクスチャ ユニットにロードし、それぞれのキューブが異なるテクスチャを持つキューブを描画することを想定しています。しかし、最終的には、すべての立方体が最初のテクスチャで描画されることになります。
GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i)
と に変更するGLES20.glActiveTexture(GLES20.GL_TEXTURE0)
と正しく動作しGLES20.glUniform1i(mTextureUniformHandle, i)
ますGLES20.glUniform1i(mTextureUniformHandle, 0)
が、それは単一のテクスチャ ユニットを使用するだけで、そのユニットのテクスチャを毎回置き換えるだけです。これは私がやりたいことではありません。
私は何を間違っていますか?前もって感謝します。
編集:
頂点シェーダー:
"uniform mat4 u_MVPMatrix;" + // A constant representing the
// combined
// model/view/projection matrix.
"uniform mat4 u_MVMatrix;" + // A constant representing the
// combined model/view matrix.
"attribute vec4 a_Position;" + // Per-vertex position
// information we will pass in.
"attribute vec4 a_Color;" + // Per-vertex color information we
// will pass in.
"attribute vec2 a_TexCoordinate;" + // Per-vertex texture
// coordinate information we
// will pass in.
"varying vec3 v_Position;" + // This will be passed into the
// fragment shader.
"varying vec4 v_Color;" + // This will be passed into the
// fragment shader.
"varying vec2 v_TexCoordinate;" + // This will be passed into
// the fragment shader.
// The entry point for our vertex shader.
"void main()" + "{" +
// Transform the vertex into eye space.
"v_Position = vec3(u_MVMatrix * a_Position);" +
// Pass through the color.
"v_Color = a_Color;" +
// Pass through the texture coordinate.
"v_TexCoordinate = a_TexCoordinate;" +
// gl_Position is a special variable used to store the final
// position.
// Multiply the vertex by the matrix to get the final point in
// normalized screen coordinates.
"gl_Position = u_MVPMatrix * a_Position;" + "} ";
フラグメント シェーダー:
"precision mediump float;" + // Set the default precision to medium. We don't need as high of a
// precision in the fragment shader.
"uniform sampler2D u_Texture;" + // The input texture.
"varying vec3 v_Position;" + // Interpolated position for this fragment.
"varying vec4 v_Color;" + // This is the color from the vertex shader interpolated across the
// triangle per fragment.
"varying vec2 v_TexCoordinate;" + // Interpolated texture coordinate per fragment.
// The entry point for our fragment shader.
"void main()" +
"{" +
// Multiply the color by the diffuse illumination level and texture value to get final output color.
"gl_FragColor = (v_Color * texture2D(u_Texture, v_TexCoordinate));" +
"}";
draw() メソッド:
public void draw() {
// Pass in the position information
mCubePositions.position(0);
GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false, 0, mCubePositions);
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Pass in the color information
mCubeColors.position(0);
GLES20.glVertexAttribPointer(mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false, 0, mCubeColors);
GLES20.glEnableVertexAttribArray(mColorHandle);
// Pass in the texture coordinate information
mCubeTextureCoordinates.position(0);
GLES20.glVertexAttribPointer(mTextureCoordinateHandle, mTextureCoordinateDataSize, GLES20.GL_FLOAT, false, 0, mCubeTextureCoordinates);
GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);
// This multiplies the view matrix by the model matrix, and stores the
// result in the MVP matrix
// (which currently contains model * view).
Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
// Pass in the modelview matrix.
GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mMVPMatrix, 0);
// This multiplies the modelview matrix by the projection matrix, and
// stores the result in the MVP matrix
// (which now contains model * view * projection).
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
// Pass in the combined matrix.
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
// Draw the cube.
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6);
}
mTextureUniformHandle の割り当て:
mTextureUniformHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_Texture");