package com.opengl;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;
import javax.microedition.khronos.opengles.GL10;
import android.graphics.Bitmap;
import android.opengl.GLUtils;
public class Square {
// Our vertices.
short[] indices = new short[] { 0, 1, 2, 1, 3, 2 };
float[] vertices = new float[] { -0.5f, -0.5f,
0.0f, 0.5f,
-0.5f, 0.0f,
-0.5f, 0.5f,
0.0f, 0.5f,
0.5f, 0.0f
};
float mTextureCoordinates[] = { 0.0f, 1.0f, //
1.0f, 1.0f, //
0.0f, 0.0f, //
1.0f, 0.0f, //
};
// Our vertex buffer.
private FloatBuffer vertexBuffer;
// Our index buffer.
private ShortBuffer indexBuffer;
private FloatBuffer mTextuteBuffer;
private int mTextureId;
private Bitmap mBitmap;
public Square() {
// a float is 4 bytes, therefore we multiply the number if
// vertices with 4.
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
// short is 2 bytes, therefore we multiply the number if
// vertices with 2.
ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2);
ibb.order(ByteOrder.nativeOrder());
indexBuffer = ibb.asShortBuffer();
indexBuffer.put(indices);
indexBuffer.position(0);
// Int has 2 bytes
ByteBuffer tbb = ByteBuffer.allocateDirect(mTextureCoordinates.length * 4);
tbb.order(ByteOrder.nativeOrder());
mTextuteBuffer = tbb.asFloatBuffer();
mTextuteBuffer.put(mTextureCoordinates);
mTextuteBuffer.position(0);
}
public void draw(GL10 gl, Bitmap bitmap ) {
mBitmap = bitmap;
gl.glColor4f(0.5f, 0.5f, 1.0f, 1.0f);
// Counter-clockwise winding.
gl.glFrontFace(GL10.GL_CCW);
// Enable face culling.
gl.glEnable(GL10.GL_CULL_FACE);
// What faces to remove with the face culling.
gl.glCullFace(GL10.GL_BACK);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glDrawElements(GL10.GL_TRIANGLE_FAN, indices.length,
GL10.GL_UNSIGNED_SHORT, indexBuffer);
loadGLTexture(gl);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisable(GL10.GL_CULL_FACE);
}
private void loadGLTexture(GL10 gl) { // New function
// Generate one texture pointer...
int[] mTexture = new int[1];
gl.glGenTextures(1, mTexture, 0);
mTextureId = mTexture[0];
// ...and bind it to our array
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureId);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mTextuteBuffer);
//gl.glDrawElements(GL10.GL_TRIANGLE_FAN, indices.length,
//GL10.GL_UNSIGNED_SHORT, indexBuffer);
// Create Nearest Filtered Texture
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_LINEAR);
// Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
GL10.GL_REPEAT);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisable(GL10.GL_TEXTURE_2D);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, mBitmap, 0);
}
public void loadBitmap(Bitmap bitmap) {
mBitmap = bitmap;
}
}
package com.opengl;
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class OpenGL extends Activity {
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
this.requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
GLSurfaceView view = new GLSurfaceView(this);
OpenGLRenderer rendrer = new OpenGLRenderer();
rendrer.loadBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.jay));
view.setRenderer(rendrer);
setContentView(view);
}
}
package com.opengl;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.graphics.Bitmap;
import android.opengl.GLSurfaceView.Renderer;
import android.opengl.GLU;
public class OpenGLRenderer implements Renderer {
private Square square;
private SmoothColoredSquare smooth;
private float scale;
private Bitmap mBitmap;
public OpenGLRenderer() {
// Initialize our square.
square = new Square();
square.loadBitmap(mBitmap);
smooth = new SmoothColoredSquare();
scale = 0;
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// Set the background color to black ( rgba ).
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
// Enable Smooth Shading, default not really needed.
gl.glShadeModel(GL10.GL_SMOOTH);
// Depth buffer setup.
gl.glClearDepthf(1.0f);
// Enables depth testing.
gl.glEnable(GL10.GL_DEPTH_TEST);
// The type of depth testing to do.
gl.glDepthFunc(GL10.GL_LEQUAL);
// Really nice perspective calculations.
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
public void onDrawFrame(GL10 gl) {
// Clears the screen and depth buffer.
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFF开发者_C百科ER_BIT);
// Replace the current matrix with the identity matrix
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -5);
//gl.glScalef(0.1f, scale, 0);
float mid = (SmoothColoredSquare.mVertices[0] + SmoothColoredSquare.mVertices[3])/2;
//gl.glTranslatef(0, mid, 0);
//smooth.draw(gl, mBitmap);
square.draw(gl, mBitmap);
scale = (float) (scale + 0.01);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
// Sets the current view port to the new size.
gl.glViewport(0, 0, width, height);
// Select the projection matrix
gl.glMatrixMode(GL10.GL_PROJECTION);
// Reset the projection matrix
gl.glLoadIdentity();
// Calculate the aspect ratio of the window
GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f,
100.0f);
// Select the modelview matrix
gl.glMatrixMode(GL10.GL_MODELVIEW);
// Reset the modelview matrix
gl.glLoadIdentity();
}
public void loadBitmap(Bitmap bitmap) {
mBitmap = bitmap;
}
}
can any one tell that why image is not drawing....
- Your indices look weird for me. Try to remove them and draw verticies(that seems to be in correct order) with glDrawArrays.
- Remove Depth test, I was not really tracking your z coordinates but they may not pass the test.
- (Optional) in general you should bindTexture before drawing an element. But if it is full program code that still should work, you will lose only first frame.
EDIT: Wow hold on, I just saw: gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mTextuteBuffer);
you should provide texture coordinates to glTexCoordPointer
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