android - 使用 GLES20 覆盖纹理并应用旋转
问题描述
我正在开发一个GLES20
用于渲染纹理的项目。我曾经GLUtils.texImage2D()
从bitmap
.
我需要实施什么来进行这些更改:
- 将纹理放在屏幕的右上角,而不是将其拉伸到全屏。
- 为纹理逐帧提供增量旋转。
着色器
private final static String FRAGMENT_SHADER =
"precision mediump float;\n" +
"varying vec2 vTextureCoord;\n" +
"uniform lowp sampler2D sTexture;\n" +
"uniform lowp sampler2D oTexture;\n" +
"void main() {\n" +
" lowp vec4 textureColor = texture2D(sTexture, vTextureCoord);\n" +
" lowp vec4 textureColor2 = texture2D(oTexture, vTextureCoord);\n" +
" \n" +
" gl_FragColor = mix(textureColor, textureColor2, textureColor2.a);\n" +
"}\n";
protected static final String DEFAULT_VERTEX_SHADER =
"attribute highp vec4 aPosition;\n" +
"attribute highp vec4 aTextureCoord;\n" +
"varying highp vec2 vTextureCoord;\n" +
"void main() {\n" +
"gl_Position = aPosition;\n" +
"vTextureCoord = aTextureCoord.xy;\n" +
"}\n";
纹理生成
int[] textures = new int[1];
@Override
public void setup() {
super.setup();// 1
GLES20.glGenTextures(1, textures, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
}
@Override
public void onDraw() {
if (bitmap == null) {
return;
}
int offsetDepthMapTextureUniform = getHandle("oTexture");
GLES20.glActiveTexture(GLES20.GL_TEXTURE3);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
if (bitmap != null && !bitmap.isRecycled()) {
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, bitmap, 0);
}
GLES20.glUniform1i(offsetDepthMapTextureUniform, 3);
// Recycle the bitmap, since its data has been loaded into OpenGL.
releaseBitmap();
}
更新
我mMVPMatrix
按照 alexrnov 的建议添加了纹理转换。相机进给和叠加纹理现在都在旋转。
protected static final String VERTEX_SHADER ="attribute highp vec4 aPosition;\n" +
"uniform mat4 uMVPMatrix;\n" +
"attribute highp vec4 aTextureCoord;\n" +
"varying highp vec2 vTextureCoord;\n" +
"void main() {\n" +
"gl_Position = uMVPMatrix * aPosition;\n" +
"vTextureCoord = aTextureCoord.xy;\n" +
"}\n";
@Override
public void onDraw() {
....
Matrix.setIdentityM(mvpMatrix, 0);
Matrix.rotateM(mvpMatrix, 0, rotation, 0.0f, 0.0f, 1.0f);
rotation++;
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, getMVPMatrixAsFloatBuffer(mvpMatrix));
...
}
项目结构相当复杂。我不能在这里写所有的代码。请参考Github 项目
解决方案
也许还有另一种方法,但您可以在矩形上叠加纹理,并对这个矩形应用变换(移动/旋转):
顶点着色器:
#version 100
uniform mat4 u_mvpMatrix; // MVP-matrix for moving and rotating texture
attribute vec4 a_position; // data of vertices rectangle
attribute vec2 a_textureCoordinates;
varying vec2 v_textureCoordinates;
void main() {
v_textureCoordinates = a_textureCoordinates;
gl_Position = u_mvpMatrix * a_position;
}
片段着色器:
#version 100
varying vec2 v_textureCoordinates;
uniform sampler2D s_texture;
void main() {
gl_FragColor = texture2D(s_texture, v_textureCoordinates);
}
近似 Java 代码:
private final int textureID;
...
textureID = loadTexture(R.raw.texture);
...
@Override
public void draw() {
GLES20.glUseProgram(programObject);
GLES20.glEnableVertexAttribArray(positionLink);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, VBO[0]);
GLES20.glVertexAttribPointer(positionLink, VERTEX_COMPONENT,
GLES20.GL_FLOAT, false, VERTEX_STRIDE, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glEnableVertexAttribArray(textureCoordinatesLink);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, VBO[1]);
GLES20.glVertexAttribPointer(textureCoordinatesLink, TEXTURE_COMPONENT,
GLES20.GL_FLOAT, false, TEXTURE_STRIDE, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureID);
GLES20.glUniform1i(samplerLink, 0);
GLES20.glUniformMatrix4fv(mvpMatrixLink, 1, false,
RectangleObject3D.getMVPMatrixAsFloatBuffer());
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, VBO[2]);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, NUMBER_INDICES,
GLES20.GL_UNSIGNED_INT, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
GLES20.glDisableVertexAttribArray(positionLink);
GLES20.glDisableVertexAttribArray(textureCoordinatesLink);
}
MVP矩阵:
import android.opengl.Matrix
protected val viewMatrix = FloatArray(16)
protected val projectionMatrix = FloatArray(16)
protected val modelMatrix = FloatArray(16)
protected val modelViewMatrix = FloatArray(16)
protected val mvpMatrix = FloatArray(16)
...
Matrix.setLookAtM(viewMatrix, 0, 0f, 0f, 0f,
0f, 0f, -4f, 0f, 1.0f, 0.0f) // camera
...
// parameters different for portrait and landscape orientation screen android
Matrix.frustumM(projectionMatrix, 0, left, right, bottom, top, near, far)
...
fun spotPosition() { // invoke on every frame
Matrix.setIdentityM(modelMatrix, 0)
Matrix.translateM(modelMatrix, 0, x, y, z) // move object
Matrix.rotateM(modelMatrix, 0, angleX, 0.0f, 1.0f, 0.0f) // rotate object
Matrix.scaleM(modelMatrix, 0, 4f, 4f, 4f) // scale object
Matrix.multiplyMM(modelViewMatrix, 0, viewMatrix, 0, modelMatrix, 0)
Matrix.multiplyMM(mvpMatrix, 0, projectionMatrix, 0, modelViewMatrix, 0)
}
fun getMVPMatrixAsFloatBuffer(): FloatBuffer = floatBuffer(mvpMatrix)
获取 FloatBuffer(Java SDK 中必不可少):
public static FloatBuffer floatBuffer(float[] data) {
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(data.length * 4)
.order(ByteOrder.nativeOrder());
FloatBuffer returnBuffer = byteBuffer.asFloatBuffer();
returnBuffer.put(data).position(0);
return returnBuffer;
}
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