android ndk调用OpenGL 实现纹理贴图Texture

首先必须说,国内在OpenGL这方面特别是ndk上的分享太太太少


这中间遇到很多问题,而这些问题需要在书上,在网上,在各种资料上找,而且书上是java层调用,网上的缺少各种文件案例,只有在java层研究,在各种案例中找需要的知识点,遇到问题最终只有google搜外国网站才能解决。

顺便说下,虽然现在google被墙,除了翻墙还有个很简单的办法上google。

http://www.gfsoso.com/

谷粉搜搜


接下来正文

——————————————————————————————

学习ndk应该都是从google配有的案例开始的吧:GL2JNIActivity

这个案例就是一个会变颜色的背景加一个绿色三角形

因为我开始学习纹理贴图,所以打算将三角形换成贴图


首先需要配置纹理

在GL2JNIView.java中修改Renderer类

 private static class Renderer implements GLSurfaceView.Renderer {
        public void onDrawFrame(GL10 gl) {
            GL2JNILib.step();
        }

        public void onSurfaceChanged(GL10 gl, int width, int height) {
            GL2JNILib.init(width, height);
        }
        
        
        private Context mContext;
        int textureId;
        private int[] TextureString = new int[1];
        public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        	mContext = GL2JNIActivity.getContext();
        	
            //Bitmap bitmap = getBitmap(mContext,R.drawable.bac);
            Bitmap bitmap = getBitmap(mContext,R.drawable.wall);
            if(bitmap != null)
            {
            	Log.e("step", "bing the texture succeed!");
            	gl.glEnable(GLES20.GL_TEXTURE_2D);
	            gl.glGenTextures(1, TextureString,0);
	            textureId= TextureString[0];
	            Log.e("textureId", String.valueOf(textureId));
	            gl.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
	            gl.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
	            gl.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
	            gl.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, 
	            		GLES20.GL_CLAMP_TO_EDGE); 
	            gl.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, 
	            		GLES20.GL_CLAMP_TO_EDGE); 
	            GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
	            GL2JNILib.setTextures(TextureString);
	           // GL2JNILib.setTextures(textureId);
	            bitmap.recycle();
            }

        }
        
        private Bitmap getBitmap(Context context,int resId)
        {
        	//getBitmap by decodeResources()
//        	BitmapFactory.Options options = new BitmapFactory.Options();
//        	options.inScaled = false;
//        	return BitmapFactory.decodeResource(context.getResources(), resId,options);
        
        	//getBitmap by decodeStream()
        	InputStream bitmapStream = null;
        	bitmapStream = context.getResources().openRawResource(R.drawable.bac);
        	return BitmapFactory.decodeStream(bitmapStream);
        	//经验证上面两种方法都可以
        }
    }
因为这部分之前一直有问题,纹理试过一直闪烁,一直黑色,修改了很多地方,也不确定那些才是导致问题的根本原因,但是我尽可能贴出来,大家也多交流交流:

1.图片格式要是2的倍数*2的倍数,而且有的说不超过1024有点不超过512,做测试还是用256*256的好了。

2.

gl.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
要在
	            gl.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
	            gl.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
	            gl.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, 
	            		GLES20.GL_CLAMP_TO_EDGE); 
	            gl.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, 
	            		GLES20.GL_CLAMP_TO_EDGE); 
之前

3.

	            gl.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, 
	            		GLES20.GL_CLAMP_TO_EDGE); 
最后的参数要是
GLES20.GL_CLAMP_TO_EDGE

貌似跟mipmap有关

4.

GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);

这个一定要放最后

5.

GL2JNILib.setTextures(TextureString);
传给C++层的参数一定要是int数组



接着是c++层的代码

首先是脚本修改

static const char gVertexShader[] = 
    "attribute vec4 vPosition;\n"
	"attribute vec2 vTexCoords;\n"
	"varying vec2 colorVarying;\n"
    "void main() {\n"
    "  gl_Position = vPosition;\n"
	"  colorVarying = vTexCoords;\n"
    "}\n";

static const char gFragmentShader[] = 
	"precision mediump float;\n"
	"varying vec2 colorVarying;\n"
	"uniform sampler2D sampler;\n"
    "void main() {\n"
    "  //gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
	"gl_FragColor = texture2D(sampler,colorVarying);\n"
    "}\n";

添加了定点纹理坐标和传递给pixelShader变量

pixelShader添加了接收vertexShader传过来的参数


bool setupGraphics(int w, int h)的修改

GLuint gProgram;
GLuint gvPositionHandle;
GLuint gvTexCoorHandle;

bool setupGraphics(int w, int h) {
    printGLString("Version", GL_VERSION);
    printGLString("Vendor", GL_VENDOR);
    printGLString("Renderer", GL_RENDERER);
    printGLString("Extensions", GL_EXTENSIONS);

    LOGI("setupGraphics(%d, %d)", w, h);
    gProgram = createProgram(gVertexShader, gFragmentShader);
    if (!gProgram) {
        LOGE("Could not create program.");
        return false;
    }
    gvPositionHandle = glGetAttribLocation(gProgram, "vPosition");
    checkGlError("glGetAttribLocation");
    LOGI("glGetAttribLocation(\"vPosition\") = %d\n",
            gvPositionHandle);
    gvTexCoorHandle = glGetAttribLocation(gProgram, "vTexCoords");
    checkGlError("glGetAttribLocation");
    LOGI("glGetAttribLocation(\"vTexCoords\") = %d\n",
    		gvTexCoorHandle);

    glViewport(0, 0, w, h);
    checkGlError("glViewport");
    return true;
}
添加了
gvTexCoorHandle = glGetAttribLocation(gProgram, "vTexCoords");
获取纹理坐标属性引用id


void renderFrame() 的修改

const GLfloat gTriangleVertices[] = { 0.0f, 0.5f, -0.5f, -0.5f,
        0.5f, -0.5f };
const GLfloat gTexCoor[] = { 0.5f,0, 0,1,
		1,1 };
void renderFrame() {
    static float grey;
    grey += 0.01f;
    if (grey > 1.0f) {
        grey = 0.0f;
    }
    glClearColor(grey, grey, grey, 1.0f);
    checkGlError("glClearColor");
    glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
    //glClear( GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
    checkGlError("glClear");

    glUseProgram(gProgram);
    checkGlError("glUseProgram");

    glVertexAttribPointer(gvPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices);
    checkGlError("glVertexAttribPointer");
    glVertexAttribPointer(gvTexCoorHandle, 2, GL_FLOAT, GL_FALSE, 0, gTexCoor);
    checkGlError("glVertexAttribPointer");
    glEnableVertexAttribArray(gvPositionHandle);
    checkGlError("glEnableVertexAttribArray");
    glEnableVertexAttribArray(gvTexCoorHandle);
    checkGlError("glEnableVertexAttribArray");
    glActiveTexture(GL_TEXTURE0);
    checkGlError("glActiveTexture");
    glBindTexture(GL_TEXTURE_2D,mTexture[0]);
    checkGlError("glBindTexture");
    glDrawArrays(GL_TRIANGLES, 0, 3);
    checkGlError("glDrawArrays");
}

添加了纹理坐标的数据,绑定纹理,最后画带有纹理的三角形

添加接收Java层传递过来的纹理id

JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_setTextures(JNIEnv * env, jobject obj,jintArray texture)
{
	mTexture = (GLuint *)env->GetIntArrayElements(texture,0);
//	m_texture = (unsigned int)env->GetIntArrayElements(texture,0);//it doesnt work!!!!what the fuck dont try this anymore!!!
//    const char *v = (const char *) m_texture;
//    LOGI("GL %s = %s\n", "m_texture:", v);
//    v = (const char *) mTexture;
//    LOGI("GL %s = %s\n", "mTexture:", v);
}
这里有个问题就是导致后面黑色纹理的主要原因:

接收Java传过来的id时要用GLuint*类型。这样在上面

<pre name="code" class="cpp"> glBindTexture(GL_TEXTURE_2D,mTexture[0]);


传进去才不会错。

都怪我c++基础不好...

最后希望大家能多点分享,像我这样刚接触OpenGL特别是在ndk上真的太少资料


项目下载链接:

http://download.csdn.net/detail/chrisfxs/7547637


android ndk调用OpenGL 实现纹理贴图Texture,,5-wow.com

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