項目中用到了opengles去展示三維點雲數據,個人比較生疏,所以打算學一學。根據官方的示例先畫了一個三角形,後面在畫方形的時候怎麼都不成功,報錯:JNI DETECTED ERROR IN APPLICATION: jarray was NULL。可是對比別人的代碼和自己的代碼,根本看不出有什麼區別,從別人的博客中看到以下內容:
在Java中當我們要對數據進行更底層的操作時,一般是操作數據的字節(byte)形式,這時經常會用到
ByteBuffer這樣一個類。ByteBuffer提供了兩種靜態實例方式:
public static ByteBuffer allocate(int capacity)
public static ByteBuffer allocateDirect(int capacity)
爲什麼要提供兩種方式呢?這與Java的內存使用機制有關。第一種分配方式產生的內存開銷是在JVM中的,
而另外一種的分配方式產生的開銷在JVM之外,以就是系統級的內存分配。當Java程序接收到外部傳來的數據時,
首先是被系統內存所獲取,然後在由系統內存複製複製到JVM內存中供Java程序使用。所以在另外一種分配方式
中,能夠省去複製這一步操作,效率上會有所提高。可是系統級內存的分配比起JVM內存的分配要耗時得多,所以
並非不論什麼時候allocateDirect的操作效率都是最高的
前面在寫三角形之前已經瞭解到了,opengles是不能直接使用java jvm分配的內存的,要將數組轉換到系統內存才能使用,
我的示例裏面因爲用了這個所以一直報數組是空的
改成這樣,方形就繪製出來了。
三角形和方形源碼
public class Triangle {
private FloatBuffer vertextBuffer;
//number of coordinates per vertex in this array
//每個頂點的座標包括x,y,z 三個
static final int COORDS_PER_VERTEXT = 3;
//順時針的順序
static float triangleCoords[] = { // in counterclockwise order:
0.0f, 0.622008459f, 0.0f, // top
-0.5f, -0.311004243f, 0.0f, // bottom left
0.5f, -0.311004243f, 0.0f // bottom right
};
// Set color with red, green, blue and alpha (opacity) values
float color[] = {0.63671875f, 0.76953125f, 0.22265625f, 1.0f};
//1.爲頂點在native層分配緩衝區內存,然後將頂點座標放進緩衝區
//2.繪製需要頂點着色器和片段着色器
//繪製形狀需要一個頂點着色程序和一個片段着色程序
private final String vertexShaderCode =
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = vPosition;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private final int mProgram;
private int positionHandle;
private int colorHandle;
//頂點數
private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEXT;
//每個頂點佔的字節數
private final int vertexStride = COORDS_PER_VERTEXT * 4;
public Triangle() {
// 初始化頂點字節的緩衝區
//需要在native 層分配內存
ByteBuffer bb = ByteBuffer.allocateDirect(triangleCoords.length * 4);
// 使用設備硬件的本機字節順序
bb.order(ByteOrder.nativeOrder());
// 創建float緩衝區
vertextBuffer = bb.asFloatBuffer();
//將頂點座標放進float緩衝區
vertextBuffer.put(triangleCoords);
// 設置緩衝區以讀取第一個座標
vertextBuffer.position(0);
int vertextShader = GlRender_1.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = GlRender_1.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
// create empty OpenGL ES Program
mProgram = GLES20.glCreateProgram();
//將頂點着色器添加到項目
GLES20.glAttachShader(mProgram, vertextShader);
GLES20.glAttachShader(mProgram, fragmentShader);
// creates OpenGL ES program executables
GLES20.glLinkProgram(mProgram);
}
public void draw() {
// Add program to OpenGL ES environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
positionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(positionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(positionHandle,
vertexCount,
GLES20.GL_FLOAT,
false,
vertexStride,
vertextBuffer);
// get handle to fragment shader's vColor member
colorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
// Set color for drawing the triangle
GLES20.glUniform4fv(colorHandle, 1, color, 0);
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(positionHandle);
}
}
public class Square {
//1.頂點座標緩衝區
private FloatBuffer vertextBuffer;
//2.繪製順序緩衝區
private ShortBuffer drawListBuffer;
//每個頂點包含座標個數
static final int COORDS_PER_VERTEXT = 3;
static float squareCoords[] = {
-0.5f, 0.5f, 0.0f, // top left
-0.5f, -0.5f, 0.0f, // bottom left
0.5f, -0.5f, 0.0f, // bottom right
0.5f, 0.5f, 0.0f}; // top right
static short drawOrder[] = {0, 1, 2, 0, 2, 3};
private final int vertexCount = squareCoords.length / COORDS_PER_VERTEXT;
private final int vertextStride = COORDS_PER_VERTEXT * 4;
private final int mProgram;
//繪製形狀需要一個頂點着色程序和一個片段着色程序
private final String vertexShaderCode =
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = vPosition;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
// Set color with red, green, blue and alpha (opacity) values
float color[] = {0.63671875f, 0.76953125f, 0.22265625f, 1.0f};
private int positionHandle;
private int colorHandle;
public Square() {
//1.在native 層分配內存 float 佔4個字節
ByteBuffer bb = ByteBuffer.allocateDirect(squareCoords.length * 4);
//字節順序
bb.order(ByteOrder.nativeOrder());
vertextBuffer = bb.asFloatBuffer();
vertextBuffer.put(squareCoords);
vertextBuffer.position(0);
ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
int vertexShader = GlRender_1.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = GlRender_1.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
mProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(mProgram, vertexShader);
GLES20.glAttachShader(mProgram, fragmentShader);
GLES20.glLinkProgram(mProgram);
}
public void draw() {
GLES20.glUseProgram(mProgram);
//頂點
positionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEXT, GLES20.GL_FLOAT,
false, vertextStride, vertextBuffer);
//顏色
colorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
GLES20.glUniform4fv(colorHandle, 1, color, 0);
/**索引法繪製矩形*/
Log.i("test", "draw: "+drawListBuffer.toString());
Log.i("test", "draw: "+ Arrays.toString(drawOrder));
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
//Disable vertex array
GLES20.glDisableVertexAttribArray(positionHandle);
}
}
說明:博客的所有內容均爲自己探索實現的,受自身知識點的限制很多地方不一定正確的