2016-08-24 85 views
0

我试图让纹理显示在由三角形风扇制成的正方形上,纹理由Canvas制成。 主要颜色只是黄色,其内部绘制了一个较小的框,但最终的纹理只是纯黄色。Android:纹理显示为纯色

黄色方没有纹理(图像)

enter image description here

片段shadder:

public static final String fragmentShaderCode_TEXTURED = 
       "precision mediump float;" + 
       "varying vec2 v_texCoord;" + 
       "uniform sampler2D s_texture;" + 
       "void main() {" + 
       //"gl_FragColor = vColor;"+ 
       " gl_FragColor = texture2D(s_texture, v_texCoord);" + 
       "}"; 

纹理生成:

public static int loadGLTexture(String s){ 
    Rect r = new Rect(); 
    ThreadDat.get().paint.getTextBounds(s, 0, 1, r); //get string dimensions, yeilds 8x9 pxls 
    Bitmap bitmap = Bitmap.createBitmap(bestSize(r.width()),bestSize(r.height()), Bitmap.Config.ARGB_8888); 
    //example size is 16x16pxls 
    Log.i("TextureSize", r.width() + " " + r.height()); 
    Canvas c = new Canvas(bitmap); 

    //some temporary test code setting the background yellow 
    //Paint colors are stored per thread, only one right now 
    ThreadDat.get().paint.setARGB(255, 255, 255, 0); 
    c.drawRect(0, 0, c.getWidth(), c.getHeight(), ThreadDat.get().paint); 
    //type the letter, in this case "A" in blue 
    ThreadDat.get().paint.setARGB(255, 0, 0, 255); 
    ThreadDat.get().paint.setTypeface(Typeface.create("Consolas", Typeface.NORMAL)); 
    c.drawText(s.charAt(0) + "", 0, 0, ThreadDat.get().paint); 
    //draw another square that is half width and height, should be Blue 
    c.drawRect(0, 0, c.getWidth()/2, c.getHeight()/2, ThreadDat.get().paint); 
    return loadTexture(bitmap); 
} 

绘制代码:

@Override 
public void draw() { 
    //clearing any error to check if program has an error 
    GLES20.glGetError(); 
    //get the compiled shader for textured shapes 
    int prgm = MyGLRenderer.getSTRD_TXTR_SHDR(); 
    GLES20.glUseProgram(prgm); 
    //check for new errors and log to logcat (nothing) 
    MyGLRenderer.logError(); 

    //setup projection view matrix 
    float[] scratch = new float[16]; 
    Matrix.setIdentityM(scratch, 0); 
    Matrix.multiplyMM(scratch, 0, MyGLRenderer.getmMVPMatrix(), 0, scratch, 0); 
    //apply translations to matrix 
    Matrix.translateM(scratch, 0, xOffset, yOffset, zOffset); 
    Matrix.setRotateEulerM(scratch, 0, yaw, pitch, roll); 


    //get vPosition variable handle from chosen shader 
    mPosHandle = GLES20.glGetAttribLocation(prgm, "vPosition"); 
    GLES20.glEnableVertexAttribArray(mPosHandle); 

    GLES20.glVertexAttribPointer(mPosHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, 
      false, VERTEX_STRIDE, vertexBuffer); 

    ////pass color data (set to white) 
    //mColorHandle = GLES20.glGetUniformLocation(prgm, "vColor"); 
    //GLES20.glUniform4fv(mColorHandle, 1, color, 0); 


    //use texture0 
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0); 
    //use texture from -> int textureID = MyGLRenderer.loadGLTexture("A"); 
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureID); 
    //get handel for "uniform sampler2D s_texture;" to set value 
    int txtureHandle = GLES20.glGetUniformLocation(prgm, "s_texture"); 
    GLES20.glUniform1i(txtureHandle, 0); //set s_texture to use binded texture 0 


    //pass in texture coords (u,v/s,t) 
    int textureCoordHndl = GLES20.glGetAttribLocation(prgm, "a_texCoord"); 
    GLES20.glVertexAttribPointer(textureCoordHndl, 2/*size, 2 points per vector*/, 
      GLES20.GL_FLOAT, false, 0, textureBuffer); 

    //pass in the model view projection matrix 
    mMVPMatrixHandle = GLES20.glGetUniformLocation(prgm, "uMVPMatrix"); 
    GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, scratch, 0); 



    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, vertex_count); 

    GLES20.glDisableVertexAttribArray(mPosHandle); 
    MyGLRenderer.logError(); 
} 

我使用相同的坐标设定为这个example:

顶点使用方尝试:

{   0, 0, 0, //bottom left 
      0, height, 0, //topLeft 
      width, 0, 0, // bottom Right 
      width, height, 0)}; //topRight 

纹理坐标:

 0.0f, 1.0f,  // top left  (V2) 
     0.0f, 0.0f,  // bottom left (V1) 
     1.0f, 1.0f,  // top right (V4) 
     1.0f, 0.0f  // bottom right (V3) 

Similar Issue

+0

像其他答案一样,这很可能是您纹理UV的问题。也请将您的顶点着色器至少只发送发送UV的部分变化。 – codetiger

+0

[顶点着色器](http://pastebin.com/SybkZXXX) – TheIncgi

回答

1

这确实声音就像纹理c有问题一样oordinates。由于整个事情是黄色的,我会怀疑片段着色器中的v_texCoord总是(0,0),所以第一个纹理像素正在重复。

由于颜色被绘制,纹理本身似乎是确定的。没有纹理,你很可能会看到一个黑色的矩形。

无论如何,为了解决这些问题,您需要在调试,测试中有点创新。为了测试坐标,使用gl_FragColor = vec4(v_texCoord.x, v_texCoord.y, .0, 1.0);。这应该输出一个梯度矩形,其中左上角是黑色,右上角是红色,左下角是绿色。如果你没有看到这个结果,那么你的纹理坐标是不正确的。在这种情况下,首先检查varying是否从顶点着色器正确连接。您可以在顶点着色器中使用v_texCoord = vec2(1.0, 0.0),并且结果应该是红色的矩形(假设您仍然在片段着色器中具有先前的测试)。如果矩形是红色的,那么问题很可能出现在您的手柄中,而不是着色器中(否则变量设置不正确,可能命名不匹配)。检查手柄textureCoordHndl的价值是多少。如果这是一个负值,那么手柄没有连接。这很可能是由于命名不匹配。

进一步检查:

你缺少的属性纹理启用坐标GLES20.glEnableVertexAttribArray(textureCoordHndl);。请记住,在使用它们之前,必须启用每个属性。

+0

替换片段着色器框中的行为黑色。 替换顶点着色器框中的线条就像预测的那样是红色的。 textureCoordHndl在登录时为1。 – TheIncgi

+0

OMG,你是否只错过了属性的启用: glEnableVertexAttribArray(txtureHandle)? –

+0

textureCoordHndl和是! 工作! 谢谢! :D (字母不想出现,但小蓝盒现在在那里) – TheIncgi