基本上,当我在 Android Studio 中使用 OpenGL ES 2.0 开发应用程序时,我遇到了一个无法解决的大问题,并且它已经困扰我大约一周了。
因此,每当我在内存中加载超过 16 个、可能是 17 个任意大小的纹理,并尝试通过 Genymotion 中的模拟器或华硕平板电脑以 2D 方式显示它们时,它要么开始显示与我当时绑定的图像不同的图像特定索引,或根本不显示。但如果我通过我的三星 Galaxy S6 运行它,它运行得很好。但是,如果我加载 16 个或更少的纹理,它可以在我测试的所有设备(包括模拟器)上正常工作。
这让我尝试了一个小实验,看看它是否会显示字母图像 a-z,每个字母都是 16x16 png,所有这些都在我的可绘制文件夹中。当每个字母显示出来时,它在屏幕上的大小将为 80x80,这样我就可以看到它们。所以我尝试让它运行“a”到“z”。在模拟器以及我的平板电脑上,它只显示“a”到“o”,在“p”应该在的末尾有一个“z”,然后就停在那里。在我的三星 Galaxy 上,它实际上显示了“a”到“z”,并且执行了预期的操作。考虑到我在常量中将纹理数量设置为 27 甚至更高,这对于为什么它无法在其他设备上正确加载没有任何意义。我希望我能很好地解释我的问题。我很确定它们都能够加载超过 16 个纹理,所以我的代码一定是出了问题。我不会展示整个项目,而是会向您展示问题可能存在的相关领域。感谢任何帮助并提前致谢。这是我的代码:
常数:
public class Constants
{
public static final int BYTES_PER_FLOAT = 4;
public static final int POSITION_COMPONENT_COUNT = 4;
public static final int NORMAL_COMPONENT_COUNT = 3;
public static final int COLOR_COMPONENT_COUNT = 4;
public static final int TEXTURE_COORDS_COMPONENT_COUNT = 2;
public static final String A_COLOR = "a_Color";
public static final String A_POSITION = "a_Position";
public static final String A_NORMAL = "a_Normal";
public static final String A_TEXTURECOORDS = "a_TextureCoords";
public static final String U_MVMATRIX = "u_MVMatrix";
public static final String U_MVPMATRIX = "u_MVPMatrix";
public static final String U_TEXTURE_UNIT = "u_Texture_Unit";
public static final String U_LIGHTPOS = "u_LightPos";
public static final String V_COLOR = "v_Color";
public static final String V_POSITION = "v_Position";
public static final String V_NORMAL = "v_Normal";
public static float SCREEN_WIDTH;
public static float SCREEN_HEIGHT;
public static int NUMBER_OF_TEXTURES = 27;
}
纹理.java:
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLUtils;
import static android.opengl.GLES20.*;
public class Texture
{
public static int[] texture;
public static void Load(Context context, int resourceId, int index)
{
//glGenTextures(Constants.NUMBER_OF_TEXTURES, texture, starting_index);
//int n: specifies the number of texture names to be generated
//int[] textures: specifies an array in which the generated texture names are stored
//int offset: the starting index of your array!
Bitmap bitmap;
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false;
// loading texture
bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);
// ...and bind it to our array
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, texture[index]);
// create nearest filtered texture
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Use Android GLUtils to specify a two-dimensional texture image from our bitmap
GLUtils.texImage2D(GL_TEXTURE_2D, 0, bitmap, 0);
// Clean up
bitmap.recycle();
}
public static void Delete(int[] texture, int starting_index)
{
try
{
glDeleteTextures(1, texture, starting_index);
}
catch(Exception e)
{
return;
}
}
}
四元组
import static android.opengl.GLES20.*;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
public class Quad
{
public float vertices[];
public float colors[];
public float texture_coords[];
public FloatBuffer vertexBuffer;
public FloatBuffer textureBuffer;
public FloatBuffer colorBuffer;
public Quad(float x1, float y1, float z1, float w1,
float x2, float y2, float z2, float w2,
float x3, float y3, float z3, float w3,
float x4, float y4, float z4, float w4,
float red, float green, float blue, float alpha,
float u1, float v1, float u2, float v2)
{
vertices = new float[]{x1, y1, z1, w1,
x2, y2, z2, w2,
x3, y3, z3, w3,
x4, y4, z4, w4};
colors = new float[]{red, green, blue, alpha,
red, green, blue, alpha,
red, green, blue, alpha,
red, green, blue, alpha};
ByteBuffer vertexByteBuffer = ByteBuffer.allocateDirect(vertices.length * Constants.BYTES_PER_FLOAT);
vertexByteBuffer.order(ByteOrder.nativeOrder());
vertexBuffer = vertexByteBuffer.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
ByteBuffer colorByteBuffer = ByteBuffer.allocateDirect(colors.length * Constants.BYTES_PER_FLOAT);
colorByteBuffer.order(ByteOrder.nativeOrder());
colorBuffer = colorByteBuffer.asFloatBuffer();
colorBuffer.put(colors);
colorBuffer.position(0);
texture_coords = new float[]{u1, v1,
u2, v1,
u1, v2,
u2, v2};
ByteBuffer textureByteBuffer = ByteBuffer.allocateDirect(texture_coords.length * Constants.BYTES_PER_FLOAT);
textureByteBuffer.order(ByteOrder.nativeOrder());
textureBuffer = textureByteBuffer.asFloatBuffer();
textureBuffer.put(texture_coords);
textureBuffer.position(0);
}
public void Draw_Polygon(int index, int program, float[] modelview_projection_matrix, float[] modelview_matrix)
{
int aPositionHandle = glGetAttribLocation(program, Constants.A_POSITION);
glEnableVertexAttribArray(aPositionHandle);
glVertexAttribPointer(aPositionHandle, Constants.POSITION_COMPONENT_COUNT, GL_FLOAT, false, 0, vertexBuffer);
int aColorHandle = glGetAttribLocation(program, Constants.A_COLOR);
glEnableVertexAttribArray(aColorHandle);
glVertexAttribPointer(aColorHandle, Constants.COLOR_COMPONENT_COUNT, GL_FLOAT, false, 0, colorBuffer);
int aTextureCoordsHandle = glGetAttribLocation(program, Constants.A_TEXTURECOORDS);
glEnableVertexAttribArray(aTextureCoordsHandle);
glVertexAttribPointer(aTextureCoordsHandle, Constants.TEXTURE_COORDS_COMPONENT_COUNT, GL_FLOAT, false, 0, textureBuffer);
int uModelViewProjectionMatrixHandle = glGetUniformLocation(program, Constants.U_MVPMATRIX);
glUniformMatrix4fv(uModelViewProjectionMatrixHandle, 1, false, modelview_projection_matrix, 0);
int uModelViewMatrixHandle = glGetUniformLocation(program, Constants.U_MVMATRIX);
glUniformMatrix4fv(uModelViewMatrixHandle, 1, false, modelview_matrix, 0);
int uTextureUnit = glGetUniformLocation(program, Constants.U_TEXTURE_UNIT);
glUniform1i(uTextureUnit, index);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(aPositionHandle);
glDisableVertexAttribArray(aColorHandle);
glDisableVertexAttribArray(aTextureCoordsHandle);
}
}
文本.java:
import android.opengl.Matrix;
import static android.opengl.GLES20.*;
public class Text
{
public Quad[] poly = new Quad[1];
public String string;
public int char_width;
public int char_height;
void Draw()
{
int texture_num = 0;
int x_pos = 0;
int y_pos = 0;
for (int i = 0; i < string.length(); i++)
{
char character = string.charAt(i);
switch(character)
{
case ' ':
{
texture_num = 0;
break;
}
case 'a':
{
texture_num = 1;
break;
}
case 'b':
{
texture_num = 2;
break;
}
case 'c':
{
texture_num = 3;
break;
}
case 'd':
{
texture_num = 4;
break;
}
case 'e':
{
texture_num = 5;
break;
}
case 'f':
{
texture_num = 6;
break;
}
case 'g':
{
texture_num = 7;
break;
}
case 'h':
{
texture_num = 8;
break;
}
case 'i':
{
texture_num = 9;
break;
}
case 'j':
{
texture_num = 10;
break;
}
case 'k':
{
texture_num = 11;
break;
}
case 'l':
{
texture_num = 12;
break;
}
case 'm':
{
texture_num = 13;
break;
}
case 'n':
{
texture_num = 14;
break;
}
case 'o':
{
texture_num = 15;
break;
}
case 'p':
{
texture_num = 16;
break;
}
case 'q':
{
texture_num = 17;
break;
}
case 'r':
{
texture_num = 18;
break;
}
case 's':
{
texture_num = 19;
break;
}
case 't':
{
texture_num = 20;
break;
}
case 'u':
{
texture_num = 21;
break;
}
case 'v':
{
texture_num = 22;
break;
}
case 'w':
{
texture_num = 23;
break;
}
case 'x':
{
texture_num = 24;
break;
}
case 'y':
{
texture_num = 25;
break;
}
case 'z':
{
texture_num = 26;
break;
}
}
Matrix.setIdentityM(OpenGL.model_matrix, 0);
Matrix.translateM(OpenGL.model_matrix, 0, OpenGL.model_matrix, 0, 0.0f, 0.0f, 0.0f);
Matrix.multiplyMM(OpenGL.matrix_ortho_projection_and_view, 0, OpenGL.matrix_ortho_projection, 0, OpenGL.model_matrix, 0);
glUseProgram(Shader.textured_colored_shader_program);
poly[0] = new Quad(x_pos + 0.0f, y_pos + 0.0f, 0.0f, 1.0f,
x_pos + char_width, y_pos + 0.0f, 0.0f, 1.0f,
x_pos + 0.0f, y_pos + char_height, 0.0f, 1.0f,
x_pos + char_width, y_pos + char_height, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f);
poly[0].Draw_Polygon(texture_num, Shader.textured_colored_shader_program, OpenGL.matrix_ortho_projection_and_view, OpenGL.model_matrix);
x_pos += char_width;
if (x_pos >= Constants.SCREEN_WIDTH)
{
x_pos = 0;
y_pos += char_height;
}
}
}
}
OpenGL.java:
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLSurfaceView.Renderer;
import static android.opengl.GLES20.*;
import android.util.Log;
import android.opengl.Matrix;
public class OpenGL implements Renderer
{
public static Context context;
public static final float[] matrix_ortho_projection = new float[16];
public static float[] model_matrix = new float[16];
private final float[] matrix_view = new float[16];
public static final float[] matrix_ortho_projection_and_view = new float[16];
public int get_width, get_height;
public static boolean texture_loading_enabled = true;
Text text = new Text();
public OpenGL(Context context)
{
this.context = context;
}
public static void Load_Textures()
{
switch(State.game_state)
{
case State.LOGO:
{
Texture.Delete(Texture.texture, 0);
glFlush();
Texture.texture = new int[Constants.NUMBER_OF_TEXTURES];
glGenTextures(Constants.NUMBER_OF_TEXTURES, Texture.texture, 0);
Texture.Load(context, R.drawable.c64_space, 0);
Texture.Load(context, R.drawable.c64_a, 1);
Texture.Load(context, R.drawable.c64_b, 2);
Texture.Load(context, R.drawable.c64_c, 3);
Texture.Load(context, R.drawable.c64_d, 4);
Texture.Load(context, R.drawable.c64_e, 5);
Texture.Load(context, R.drawable.c64_f, 6);
Texture.Load(context, R.drawable.c64_g, 7);
Texture.Load(context, R.drawable.c64_h, 8);
Texture.Load(context, R.drawable.c64_i, 9);
Texture.Load(context, R.drawable.c64_j, 10);
Texture.Load(context, R.drawable.c64_k, 11);
Texture.Load(context, R.drawable.c64_l, 12);
Texture.Load(context, R.drawable.c64_m, 13);
Texture.Load(context, R.drawable.c64_n, 14);
Texture.Load(context, R.drawable.c64_o, 15);
Texture.Load(context, R.drawable.c64_p, 16);
Texture.Load(context, R.drawable.c64_q, 17);
Texture.Load(context, R.drawable.c64_r, 18);
Texture.Load(context, R.drawable.c64_s, 19);
Texture.Load(context, R.drawable.c64_t, 20);
Texture.Load(context, R.drawable.c64_u, 21);
Texture.Load(context, R.drawable.c64_v, 22);
Texture.Load(context, R.drawable.c64_w, 23);
Texture.Load(context, R.drawable.c64_x, 24);
Texture.Load(context, R.drawable.c64_y, 25);
Texture.Load(context, R.drawable.c64_z, 26);
break;
}
case State.TITLE:
{
break;
}
case State.GAME:
{
break;
}
}
texture_loading_enabled = false;
}
private void Controls()
{
switch(State.game_state)
{
case State.LOGO:
{
break;
}
case State.TITLE:
{
break;
}
case State.GAME:
{
break;
}
}
}
@Override
public void onDrawFrame(GL10 glUnused)
{
Controls();
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
switch(State.game_state)
{
case State.LOGO:
{
text.Draw();
break;
}
case State.TITLE:
{
break;
}
case State.GAME:
{
break;
}
}
}
@Override
public void onSurfaceChanged(GL10 glUnused, int width, int height)
{
// Set the OpenGL viewport to the same size as the surface.
Log.d("TAG", "onSurfaceChanged()");
get_width = width;
get_height = height;
glViewport(0, 0, width, height);
for(int i = 0; i < 16; i++)
{
matrix_ortho_projection[i] = 0.0f;
matrix_view[i] = 0.0f;
model_matrix[i] = 0.0f;
matrix_ortho_projection_and_view[i] = 0.0f;
}
Matrix.orthoM(matrix_ortho_projection, 0, 0.0f, (float) get_width, (float) get_height, 0.0f, 0.0f, 1.0f);
}
@Override
public void onSurfaceCreated(GL10 glUnused, EGLConfig config)
{
Log.d("TAG", "onSurfaceCreated()");
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
Shader.Create_Texture_Colored_Shader(context);
Shader.Create_Colored_Shader(context);
text.char_width = 80;
text.char_height = 80;
text.string = "abcdefghijklmnopqrstuvwxyz";
switch(State.game_state)
{
case State.LOGO:
{
if (texture_loading_enabled == true)
Load_Textures();
break;
}
case State.TITLE:
{
break;
}
case State.GAME:
{
break;
}
}
}
}
着色器.java:
import android.content.Context;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import static android.opengl.GLES20.*;
public class Shader
{
public static int textured_colored_shader_program;
public static int colored_shader_program;
public static String readTextFileFromRawResource(final Context context, final int resourceId)
{
final InputStream inputStream = context.getResources().openRawResource(resourceId);
final InputStreamReader inputStreamReader = new InputStreamReader(inputStream);
final BufferedReader bufferedReader = new BufferedReader(inputStreamReader);
String nextLine;
final StringBuilder body = new StringBuilder();
try
{
while ((nextLine = bufferedReader.readLine()) != null)
{
body.append(nextLine);
body.append('\n');
}
}
catch (IOException e)
{
return null;
}
return body.toString();
}
public static int loadShader(int type, String shaderCode)
{
int shader = glCreateShader(type);
glShaderSource(shader, shaderCode);
glCompileShader(shader);
return shader;
}
public static void Create_Texture_Colored_Shader(Context context)
{
int vertexShader = loadShader(GL_VERTEX_SHADER, readTextFileFromRawResource(context, R.raw.vertex_shader));
int fragmentShader = loadShader(GL_FRAGMENT_SHADER, readTextFileFromRawResource(context, R.raw.fragment_shader));
textured_colored_shader_program = glCreateProgram();
glAttachShader(textured_colored_shader_program, vertexShader);
glAttachShader(textured_colored_shader_program, fragmentShader);
glLinkProgram(textured_colored_shader_program);
}
public static void Create_Colored_Shader(Context context)
{
int vertexShader = loadShader(GL_VERTEX_SHADER, readTextFileFromRawResource(context, R.raw.vertex_shader_no_texture));
int fragmentShader = loadShader(GL_FRAGMENT_SHADER, readTextFileFromRawResource(context, R.raw.fragment_shader_no_texture));
colored_shader_program = glCreateProgram();
glAttachShader(colored_shader_program, vertexShader);
glAttachShader(colored_shader_program, fragmentShader);
glLinkProgram(colored_shader_program);
}
}