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OpenGLES正交投影

OpenGLES正交投影

作者: 曾大稳丶 | 来源:发表于2018-08-20 11:38 被阅读0次

    在图片渲染的时候,之前使用的顶点坐标是占满整个屏幕的归一化坐标

    
     //顶点坐标
        static float vertexData[] = {   // in counterclockwise order:
                -1f, -1f, 0.0f, // bottom left
                1f, -1f, 0.0f, // bottom right
                -1f, 1f, 0.0f, // top left
                1f, 1f, 0.0f,  // top right
        };
    
    

    这样就导致了如下图所示的的问题

    横竖屏切换存在的问题

    所以我们应该根据屏幕宽高和图片宽高对应的比例算出正确的位置:

    横竖屏切换问题解决

    上面我们得到的( ?)是不在归一化坐标范围内的,为了能使OpenGL正确的渲染,我们就需要把(?)以及其他边统一转换到归一化坐标内,这个操作就是正交投影

    使用正交投影,不管物体多远多近,物体看起来总是形状、大小比例相同的。

    在OpenGLES里面使用投影矩阵:

    vertex_shader_m.glsl

    attribute vec4 av_Position;//顶点位置
    attribute vec2 af_Position;//纹理位置
    varying vec2 v_texPo;//纹理位置  与fragment_shader交互
    
    uniform mat4 u_Matrix; //投影矩阵
    
    void main() {
        v_texPo = af_Position;
        gl_Position = av_Position * u_Matrix;
    }
    
    

    在使用的时候:

    //投影矩阵
    private int uMatrix;
    private float[] matrix = new float[4 * 4];
    
    
    //1. 获取投影矩阵
    uMatrix = GLES20.glGetUniformLocation(program, "u_Matrix");
    
    
    //2. 计算值
    public void onSurfaceChanged(int width, int height) {
        if (width > height) {
            float x = width / ((float) height / bitmap.getHeight() * bitmap.getWidth());
            Matrix.orthoM(matrix, 0, -x, x, -1, 1, -1, 1);
        } else {
            float y = height / ((float) width / bitmap.getWidth() * bitmap.getHeight());
            Matrix.orthoM(matrix, 0, -1, 1, -y, y, -1, 1);
        }
    }
    
    
    //3. 赋值
    
    GLES20.glUniformMatrix4fv(uMatrix, 1, false, matrix, 0);
    
    
    

    主要代码如下:BitmapTexture.java

    
    
    import android.content.Context;
    import android.graphics.Bitmap;
    import android.opengl.GLES20;
    import android.opengl.GLUtils;
    import android.opengl.Matrix;
    
    import java.nio.ByteBuffer;
    import java.nio.ByteOrder;
    import java.nio.FloatBuffer;
    
    
    //纹理  根据坐标系映射
    public class BitmapTexture {
    
    
        //顶点坐标
        static float vertexData[] = {   // in counterclockwise order:
                -1f, -1f, 0.0f, // bottom left
                1f, -1f, 0.0f, // bottom right
                -1f, 1f, 0.0f, // top left
                1f, 1f, 0.0f,  // top right
        };
    
        //纹理坐标  对应顶点坐标  与之映射
        static float textureData[] = {   // in counterclockwise order:
                0f, 1f, 0.0f, // bottom left
                1f, 1f, 0.0f, // bottom right
                0f, 0f, 0.0f, // top left
                1f, 0f, 0.0f,  // top right
        };
    
        //每一次取点的时候取几个点
        static final int COORDS_PER_VERTEX = 3;
    
        private final int vertexCount = vertexData.length / COORDS_PER_VERTEX;
        //每一次取的总的点 大小
        private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
    
    
        private Context context;
    
        //位置
        private FloatBuffer vertexBuffer;
        //纹理
        private FloatBuffer textureBuffer;
        private int program;
        private int avPosition;
        //纹理位置
        private int afPosition;
        //正交投影
        private int uMatrix;
        private float[] matrix = new float[4 * 4];
    
        //需要渲染的纹理id
        private int imageTextureId;
    
    
        private Bitmap bitmap;
    
        public void setBitmap(Bitmap bitmap) {
            this.bitmap = bitmap;
        }
    
        public BitmapTexture(Context context) {
            this.context = context;
    
            vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)
                    .order(ByteOrder.nativeOrder())
                    .asFloatBuffer()
                    .put(vertexData);
            vertexBuffer.position(0);
    
            textureBuffer = ByteBuffer.allocateDirect(textureData.length * 4)
                    .order(ByteOrder.nativeOrder())
                    .asFloatBuffer()
                    .put(textureData);
            textureBuffer.position(0);
        }
    
    
        public void onSurfaceCreated() {
            String vertexSource = ShaderUtil.readRawTxt(context, R.raw.vertex_shader_m);
            String fragmentSource = ShaderUtil.readRawTxt(context, R.raw.fragment_shader);
            program = ShaderUtil.createProgram(vertexSource, fragmentSource);
    
            if (program > 0) {
                //获取顶点坐标字段
                avPosition = GLES20.glGetAttribLocation(program, "av_Position");
                //获取纹理坐标字段
                afPosition = GLES20.glGetAttribLocation(program, "af_Position");
    
                uMatrix = GLES20.glGetUniformLocation(program, "u_Matrix");
    
                imageTextureId = createImageTexture();
            }
        }
    
        public void onSurfaceChanged(int width, int height) {
            if (width > height) {
                float x = width / ((float) height / bitmap.getHeight() * bitmap.getWidth());
                Matrix.orthoM(matrix, 0, -x, x, -1, 1, -1, 1);
            } else {
                float y = height / ((float) width / bitmap.getWidth() * bitmap.getHeight());
                Matrix.orthoM(matrix, 0, -1, 1, -y, y, -1, 1);
            }
        }
    
    
        public void draw() {
    
            //使用程序
            GLES20.glUseProgram(program);
    
            GLES20.glUniformMatrix4fv(uMatrix, 1, false, matrix, 0);
    
            //绑定渲染纹理
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, imageTextureId);
    
            GLES20.glEnableVertexAttribArray(avPosition);
            GLES20.glEnableVertexAttribArray(afPosition);
            //设置顶点位置值
            GLES20.glVertexAttribPointer(avPosition, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
            //设置纹理位置值
            GLES20.glVertexAttribPointer(afPosition, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, textureBuffer);
    
            //绘制 GLES20.GL_TRIANGLE_STRIP:复用坐标
            GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, vertexCount);
            GLES20.glDisableVertexAttribArray(avPosition);
            GLES20.glDisableVertexAttribArray(afPosition);
    
            //解绑纹理
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
        }
    
    
        private int createImageTexture() {
            int[] textureIds = new int[1];
            //创建纹理
            GLES20.glGenTextures(1, textureIds, 0);
            if (textureIds[0] == 0) {
                return 0;
            }
            //绑定纹理
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureIds[0]);
            //环绕(超出纹理坐标范围)  (s==x t==y GL_REPEAT 重复)
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
            //过滤(纹理像素映射到坐标点)  (缩小、放大:GL_LINEAR线性)
            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);
    
            //测试图片
            GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
    
            //解绑纹理
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
            return textureIds[0];
        }
    }
    
    

    注意: 在使用FBO GLES20.glTexImage2D分配内存大小的时候,需要根据横竖屏来设置值。不然计算出来的值和渲染的宽高不一样,渲染就会出现变形。

    
     public void onSurfaceChanged(int width, int height) {
            if (width > height) {
                float x = width / ((float) height / bitmap.getHeight() * bitmap.getWidth());
                Matrix.orthoM(matrix, 0, -x, x, -1, 1, -1, 1);
            } else {
                float y = height / ((float) width / bitmap.getWidth() * bitmap.getHeight());
                Matrix.orthoM(matrix, 0, -1, 1, -y, y, -1, 1);
            }
    
    
            if (fboId != 0) {
                GLES20.glDeleteFramebuffers(1, new int[]{fboId}, 0);
                GLES20.glDeleteTextures(1, new int[]{imageTextureId}, 0);
            }
    
            createFBO(width, height);
        }
    
    
    
     private void createFBO(int w, int h) {
            if (bitmap == null) {
                throw new IllegalArgumentException("bitmap is null");
            }
    
            //1. 创建FBO
            int[] fbos = new int[1];
            GLES20.glGenFramebuffers(1, fbos, 0);
            fboId = fbos[0];
            //2. 绑定FBO
            GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboId);
    
            //3. 创建FBO纹理
            fboTextureId = createTexture();
    
            //4. 把纹理绑定到FBO
            GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
                    GLES20.GL_TEXTURE_2D, fboTextureId, 0);
    
            //5. 设置FBO分配内存大小
            GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, w, h,
                    0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
    
            //6. 检测是否绑定从成功
            if (GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER)
                    != GLES20.GL_FRAMEBUFFER_COMPLETE) {
                Log.e("zzz", "glFramebufferTexture2D error");
            }
            //7. 解绑纹理和FBO
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
            GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
        }
    
    
    

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