门户网站建站,一小时赚8000元的游戏,网络软文,装修公司网站怎么做一、首先看一张效果图 立方体贴图 二、纹理坐标划分 如上图是一张2D纹理#xff0c;我们需要将这个2D纹理贴到立方体上#xff0c;立方体有6个面#xff0c;所以上面的2D图分成了6个面#xff0c;共有14个纹理坐标 三、立方体 上边的立方体一共8个顶点坐标#xff0c;范围…一、首先看一张效果图 立方体贴图 二、纹理坐标划分 如上图是一张2D纹理我们需要将这个2D纹理贴到立方体上立方体有6个面所以上面的2D图分成了6个面共有14个纹理坐标 三、立方体 上边的立方体一共8个顶点坐标范围是[-1, 1]
我们要做的是将纹理图贴到这6个面上面 四、顶点坐标纹理坐标关联
我们绘制的时候使用了VBO、VAO、EBO、
vertices里面是纹理坐标和顶点坐标的对应关系纹理贴到哪个顶点上面纹理坐标一共十四个贴到8个顶点上。
indices里面是绘制的12个三角形
float DP 0.5f;/*顶点 纹理*/float vertices[] {-DP, -DP, DP, 0.25, 0.333, //0DP, -DP, DP, 0.50, 0.333, //1DP, DP, DP, 0.50, 0.666, //2-DP, DP, DP, 0.25, 0.666, //3-DP, -DP, -DP, 1.00, 0.333, //4DP, -DP, -DP, 0.75, 0.333, //5DP, DP, -DP, 0.75, 0.666, //6-DP, DP, -DP, 1.00, 0.666, //7-DP, -DP, -DP, 0.25, 0, //4 8DP, -DP, -DP, 0.5, 0, //5 9DP, DP, -DP, 0.5, 1, //6 10-DP, DP, -DP, 0.25, 1, //7 11-DP, -DP, -DP, 0, 0.333, //4 12-DP, DP, -DP, 0, 0.666, //7 13};unsigned int indices[] {0, 1, 2, 0, 2, 3, // front1, 2, 5, 2, 5, 6, // right4, 5, 6, 4, 6, 7, // back0, 3, 12, 3, 12, 13, // left0, 1, 8, 1, 8, 9, // bottom2, 3, 10, 3, 10, 11, // top};
五、完整代码
有部分代码是测试用的不用细究奇怪的逻辑
//
// Created by fengcheng.cai on 2023/12/15.
//
#define EGL_EGLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES#include com_sprd_opengl_test_MyNdk4.h
#include ggl.h
#include string.h
#include unistd.h
#include android/bitmap.h
#include glm/glm.hpp
#include glm/gtc/matrix_transform.hpp
#include glm/gtc/type_ptr.hpp#define LOG_TAG MyNdk4struct GL_Context4 {GLint program;EGLDisplay display;EGLSurface winSurface;EGLContext context;ANativeWindow *nw;AImageReader *reader;
};
static GL_Context4 gl_cxt;static char *vertexSimpleShape #version 300 es\nlayout (location 0) in vec4 aPosition;\nlayout (location 1) in vec2 aTexCoord;\nuniform mat4 u_MVPMatrix;\nout vec2 TexCoord;\nvoid main() {\n gl_Position u_MVPMatrix * aPosition;\n TexCoord aTexCoord;\n}\n;static char *fragSimpleShape #version 300 es\n precision mediump float;\n in vec2 TexCoord;\n out vec4 FragColor;\n uniform sampler2D ourTexture;\n void main() {\n FragColor texture(ourTexture, TexCoord);\n }\n;static GLint initShader(const char *source, GLint type) {//创建着色器对象type表示着色器类型比如顶点着色器为GL_VERTEX_SHADER片段着色器为GL_FRAGMENT_SHADER。返回值为一个类似引用的数字。GLint sh glCreateShader(type);if (sh 0) {//返回值sh为0则表示创建着色器失败LOGD(glCreateShader %d failed, type);return 0;}//着色器对象加载着色器对象代码sourceglShaderSource(sh,1,//shader数量source,0);//代码长度传0则读到字符串结尾//编译着色器对象glCompileShader(sh);//以下为打印出编译异常信息GLint status;glGetShaderiv(sh, GL_COMPILE_STATUS, status);if (status 0) {LOGD(glCompileShader %d failed, type);LOGD(source %s, source);auto *infoLog new GLchar[512];GLsizei length;glGetShaderInfoLog(sh, 512, length, infoLog);LOGD(ERROR::SHADER::VERTEX::COMPILATION_FAILED %s, infoLog);return 0;}LOGD(glCompileShader %d success, type);return sh;
}JNIEXPORT void JNICALL Java_com_sprd_opengl_test_MyNdk4_init(JNIEnv *env, jobject obj, jobject surface) {// egl ------------------------------------------------------------------- startLOGD(init);ANativeWindow *nwin ANativeWindow_fromSurface(env, surface);gl_cxt.nw nwin;EGLDisplay display eglGetDisplay(EGL_DEFAULT_DISPLAY);if (display EGL_NO_DISPLAY) {LOGD(egl display failed);return;}if (EGL_TRUE ! eglInitialize(display, 0, 0)) {LOGD(eglInitialize failed);return;}EGLConfig eglConfig;EGLint configNum;EGLint configSpec[] {EGL_RED_SIZE, 8,EGL_GREEN_SIZE, 8,EGL_BLUE_SIZE, 8,EGL_ALPHA_SIZE, 8,EGL_DEPTH_SIZE, 8,EGL_SURFACE_TYPE, EGL_WINDOW_BIT,EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,EGL_RECORDABLE_ANDROID, EGL_TRUE,EGL_NONE};if (EGL_TRUE ! eglChooseConfig(display, configSpec, eglConfig, 1, configNum)) {LOGD(eglChooseConfig failed);return;}EGLSurface winSurface eglCreateWindowSurface(display, eglConfig, nwin, 0);if (winSurface EGL_NO_SURFACE) {LOGD(eglCreateWindowSurface failed);return;}const EGLint ctxAttr[] {EGL_CONTEXT_CLIENT_VERSION, 2,EGL_NONE};EGLContext context eglCreateContext(display, eglConfig, EGL_NO_CONTEXT, ctxAttr);if (context EGL_NO_CONTEXT) {LOGD(eglCreateContext failed);return;}if (EGL_TRUE ! eglMakeCurrent(display, winSurface, winSurface, context)) {LOGD(eglMakeCurrent failed);return;}gl_cxt.display display;gl_cxt.winSurface winSurface;gl_cxt.context context;// egl ------------------------------------------------------------------- end// shader ------------------------------------------------------------------- startGLint vsh initShader(vertexSimpleShape, GL_VERTEX_SHADER);GLint fsh initShader(fragSimpleShape, GL_FRAGMENT_SHADER);GLint program glCreateProgram();if (program 0) {LOGD(glCreateProgram failed);return;}glAttachShader(program, vsh);glAttachShader(program, fsh);glLinkProgram(program);GLint status2 0;glGetProgramiv(program, GL_LINK_STATUS, status2);if (status2 0) {LOGD(glLinkProgram failed);return;}gl_cxt.program program;LOGD(glLinkProgram success);// shader ------------------------------------------------------------------- end
}static void printMat4(glm::mat4 matrix) {LOGD(\nll\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n,matrix[0][0], matrix[1][0], matrix[2][0], matrix[3][0],matrix[0][1], matrix[1][1], matrix[2][1], matrix[3][1],matrix[0][2], matrix[1][2], matrix[2][2], matrix[3][2],matrix[0][3], matrix[1][3], matrix[2][3], matrix[3][3]);
}static void printVec4(glm::vec4 vec) {LOGD(\nll\n%f, %f, %f, %f\n,vec[0], vec[1], vec[2], vec[3]);
}JNIEXPORT void JNICALL Java_com_sprd_opengl_test_MyNdk4_process(JNIEnv *env, jobject obj, jobject bitmap, jint surfaceW, jint surfaceH) {glUseProgram(gl_cxt.program);AndroidBitmapInfo bitmapInfo;if (AndroidBitmap_getInfo(env, bitmap, bitmapInfo) 0) {LOGE(AndroidBitmap_getInfo() failed ! );return;}void *bmpPixels;int width bitmapInfo.width;int height bitmapInfo.height;LOGD(process format: %d, stride: %d, bitmapInfo.format, bitmapInfo.stride);AndroidBitmap_lockPixels(env, bitmap, bmpPixels);unsigned int textureId;glGenTextures(1, textureId);glActiveTexture(GL_TEXTURE0);glBindTexture(GL_TEXTURE_2D, textureId);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);LOGD(process2 4);glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bmpPixels);unsigned char *pOri (unsigned char *)bmpPixels;LOGD(process2 5 %d, %d, %d, %d, %d, %d, %d, %d, *(pOri), *(pOri1), *(pOri2), *(pOri3),*(pOri114), *(pOri115), *(pOri116), *(pOri117));glBindTexture(GL_TEXTURE_2D, 0);AndroidBitmap_unlockPixels(env, bitmap);float DP 0.5f;/*顶点 纹理*/float vertices[] {-DP, -DP, DP, 0.25, 0.333, //0DP, -DP, DP, 0.50, 0.333, //1DP, DP, DP, 0.50, 0.666, //2-DP, DP, DP, 0.25, 0.666, //3-DP, -DP, -DP, 1.00, 0.333, //4DP, -DP, -DP, 0.75, 0.333, //5DP, DP, -DP, 0.75, 0.666, //6-DP, DP, -DP, 1.00, 0.666, //7-DP, -DP, -DP, 0.25, 0, //4 8DP, -DP, -DP, 0.5, 0, //5 9DP, DP, -DP, 0.5, 1, //6 10-DP, DP, -DP, 0.25, 1, //7 11-DP, -DP, -DP, 0, 0.333, //4 12-DP, DP, -DP, 0, 0.666, //7 13};unsigned int indices[] {0, 1, 2, 0, 2, 3, // front1, 2, 5, 2, 5, 6, // right4, 5, 6, 4, 6, 7, // back0, 3, 12, 3, 12, 13, // left0, 1, 8, 1, 8, 9, // bottom2, 3, 10, 3, 10, 11, // top};bool looper true;int count 0;float angleX 0.0f;float angleY 0.0f;float angleZ 0.0f;
#define MAX_LEN 512float near[MAX_LEN] {0.0f};for (int i 0; i MAX_LEN / 2; i) {near[i] 1.0f 1.0f * i / (MAX_LEN / 2);}for (int i 0; i MAX_LEN / 2; i) {near[i MAX_LEN / 2] 2.0f - 1.0f * i / (MAX_LEN / 2);}int sizeNear sizeof(near) / sizeof(float);while(looper) {angleX 0.5f;angleY 0.6f;angleZ 0.8f;glm::mat4 modelM glm::mat4(1.0f);modelM glm::scale(modelM, glm::vec3(1.0f, 1.0f, 1.0f));modelM glm::rotate(modelM, glm::radians(angleX), glm::vec3(1.0f, 0.0f, 0.0f));modelM glm::rotate(modelM, glm::radians(angleY), glm::vec3(0.0f, 1.0f, 0.0f));modelM glm::rotate(modelM, glm::radians(angleZ), glm::vec3(0.0f, 0.0f, 1.0f));modelM glm::translate(modelM, glm::vec3(0.0f, 0.0f, 0.0f));LOGD(modelM:);printMat4(modelM);glm::mat4 viewM glm::lookAt(glm::vec3(0, 0, 2.88), // Camera is at (0,0,1), in World Space 相机位置glm::vec3(0, 0, 0), // and looks at the origin 观察点坐标glm::vec3(0, 1, 0)); // Head is up (set to 0,-1,0 to look upside-down) 相机 up 方向即相机头部朝向LOGD(viewM:);printMat4(viewM);glm::mat4 mv viewM*modelM;printVec4(mv*glm::vec4(-1.0, -1.0, 0, 1));printVec4(mv*glm::vec4(1.0, 1.0, 0, 1));printVec4(mv*glm::vec4(-1.0, 1.0, 0, 1));printVec4(mv*glm::vec4(1.0, -1.0, 0, 1));float ratio 1.0f * width / height;LOGD(ratio: %f, width: %d, height: %d, surfaceW: %d, surfaceH: %d, ratio, width, height, surfaceW, surfaceH);glm::mat4 prjM;if (1.0f * height / width 1.0f * surfaceH / surfaceW) {prjM glm::ortho(-1.0f * width / height, 1.0f * width / height, -1.0f, 1.0f, 0.0f, 100.0f); //ratio 一般表示视口的宽高比width/height} else {prjM glm::ortho(-1.0f, 1.0f,-1.0f * surfaceH / (1.0f*surfaceW*height/width), 1.0f * surfaceH / (1.0f*surfaceW*height/width),3.0f, 100.0f);}prjM glm::ortho(-1.0f, 1.0f,-1.0f, 1.0f,1.5f, 100.0f); // 这两个值其实是负的方向更好理解printMat4(prjM);// prjM glm::perspective(glm::radians(45.0f), 1.0f * surfaceW / surfaceH, 2.6f, 100.f); //ratio 一般表示视口的宽高比width/height,
// LOGD(prjM:);
// printMat4(prjM);prjM glm::frustum(-1.0f, 1.0f,-1.0f, 1.0f,near[count%sizeNear], 100.f);LOGD(prjM:);printMat4(prjM);glm::mat4 mvp prjM*viewM*modelM;printVec4(mvp*glm::vec4(-DP, -DP, DP, 1));printVec4(mvp*glm::vec4(-DP, -DP, -DP, 1));//mvp glm::mat4(1.0f);GLint mvpLoc glGetUniformLocation(gl_cxt.program, u_MVPMatrix);glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, (GLfloat *)mvp[0][0]);// optimalunsigned int VBO, EBO, VAO;glGenVertexArrays(1, VAO);glBindVertexArray(VAO);glGenBuffers(1, VBO);glBindBuffer(GL_ARRAY_BUFFER, VBO);glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)((0 3)*sizeof(float)));glEnableVertexAttribArray(0);glEnableVertexAttribArray(1);glGenBuffers(1, EBO);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);glBindVertexArray(0);glBindVertexArray(VAO);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LEQUAL);glEnable(GL_TEXTURE_2D);glClearColor(1.0f, 1.0f, 1.0f, 1.0f);glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);// draw to screenglActiveTexture(GL_TEXTURE0);glBindTexture(GL_TEXTURE_2D, textureId);glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(int), GL_UNSIGNED_INT, (void*)0);glBindTexture(GL_TEXTURE_2D, 0);glDisableVertexAttribArray(0);glDisableVertexAttribArray(1);glBindVertexArray(0);eglSwapBuffers(gl_cxt.display, gl_cxt.winSurface);count;usleep(15 * 1000);if (count 99999) {looper false;}}LOGD(process2 X);
}JNIEXPORT void JNICALL Java_com_sprd_opengl_test_MyNdk4_uninit(JNIEnv *env, jobject obj) {LOGD(uninit);eglDestroySurface(gl_cxt.display, gl_cxt.winSurface);eglDestroyContext(gl_cxt.display, gl_cxt.context);eglMakeCurrent(gl_cxt.display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);eglTerminate(gl_cxt.display);gl_cxt.winSurface EGL_NO_SURFACE;gl_cxt.display EGL_NO_DISPLAY;gl_cxt.context EGL_NO_CONTEXT;
}六、注意点
EGLint configSpec[] {EGL_RED_SIZE, 8,EGL_GREEN_SIZE, 8,EGL_BLUE_SIZE, 8,EGL_ALPHA_SIZE, 8,EGL_DEPTH_SIZE, 8,EGL_SURFACE_TYPE, EGL_WINDOW_BIT,EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,EGL_RECORDABLE_ANDROID, EGL_TRUE,EGL_NONE};glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
一定要配置 EGL_DEPTH_SIZE我调试的时候没有配置EGL_DEPTH_SIZE即使
glEnable(GL_DEPTH_TEST)调用了导致绘制的立方体一直有问题没有立体效果