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附录(5)案例代码的BaseScreen

附录(5)案例代码的BaseScreen

作者: 大旺旺的弟弟小旺旺 | 来源:发表于2021-06-26 21:18 被阅读0次

之前有过几个案例,使用的着色器都写在游戏中,一般的我们会写在一个文件中,通过文件来读取shader。然后会说明一个特殊的区域ByteBuffer,介绍为什么需要使用他们,然后介绍着色器的加载编译,程序的创建,附着,链接以及使用。形成一个完整的复用代码、

文件加载

public String uRes(String path){
      if (mRes == null) System.out.println("八嘎!");
        StringBuilder result=new StringBuilder();
        try{
            InputStream is=mRes.getAssets().open(path);
            int ch;
            byte[] buffer=new byte[1024];
            while (-1!=(ch=is.read(buffer))){
                result.append(new String(buffer,0,ch));
            }
        }catch (Exception e){
            return null;
        }
        return result.toString().replaceAll("\\r\\n","\n");
    }

将读入的结果变为一个字符串。这个通过上下文读取asset文件夹下的文件,让按照字节读取,然后变为一个字符串输出;

ByteBuffer

它是一个字节缓冲区,它的属性和方法。

  • mark:记录了当前所标记的索引下标
  • position:表示下次读取下标或者是写入下标
  • limit:结束位置

在open gl es使用的过程中,需要数组排序用nativeOrder,根据本地的排列顺序,
操作过程:

ByteBuffer bb = ByteBuffer.allocateDirect( triangleCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(triangleCoords);
vertexBuffer.position(0);

创建着色器

创建着色器在步骤:

  • 创建着色器
  • 添加代码
  • 编译
  • 检查错误
    public int loadShader(int type, String shaderCode){
        //根据type创建顶点着色器或者片元着色器
        int shader = GLES20.glCreateShader(type);
        //将资源加入到着色器中,并编译
        GLES20.glShaderSource(shader, shaderCode);
        GLES20.glCompileShader(shader);
        int []arr = new int[1];
        GLES20.glGetShaderiv(shader,GLES20.GL_COMPILE_STATUS,arr,0);
        int i = arr[0];
        if (i == 0){
            //失败了
            int [] length = new int[1];
            GLES20.glGetShaderiv(shader,GLES20.GL_INFO_LOG_LENGTH,length,0);
            if (length[0]>0){
                String s = GLES20.glGetShaderInfoLog(shader);
                System.out.println(s);
            }
        }

        return shader;
    }

创建程序

        mProgram = GLES20.glCreateProgram();
        GLES20.glAttachShader(mProgram,vertexShader);
        GLES20.glAttachShader(mProgram,fragmentShader);
        GLES20.glLinkProgram(mProgram);
        int lin[] = new int[1];
        GLES20.glGetProgramiv(mProgram,GLES20.GL_LINK_STATUS,lin,0);
        if (lin[0] == 0){
            String s = GLES20.glGetProgramInfoLog(mProgram);
            System.out.println(s);
        }
        GLES20.glDeleteShader(vertexShader);
        GLES20.glDeleteShader(fragmentShader);

在链接之后,着色器就可以被删除了。

BaseScrren基本的代码就折磨多了。一个完整的代码:

package com.example.myapplication.learn.shape.base;

import android.content.res.Resources;
import android.opengl.GLES20;

import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

public abstract class BaseGameScreen {
    protected float color[];
    protected float triangleCoords[];
    protected String fragmentShaderCode;
    protected String vertexShaderCode;
    protected FloatBuffer vertexBuffer;
    protected FloatBuffer colorBuffer;
    protected int mProgram ;
    private Resources mRes;

    public BaseGameScreen(){}

    public BaseGameScreen(Resources resources){
        this.mRes = resources;
    }

    public int loadShader(int type, String shaderCode){
        //根据type创建顶点着色器或者片元着色器
        int shader = GLES20.glCreateShader(type);
        //将资源加入到着色器中,并编译
        GLES20.glShaderSource(shader, shaderCode);
        GLES20.glCompileShader(shader);
        int []arr = new int[1];
        GLES20.glGetShaderiv(shader,GLES20.GL_COMPILE_STATUS,arr,0);
        int i = arr[0];
        if (i == 0){
            //失败了
            int [] length = new int[1];
            GLES20.glGetShaderiv(shader,GLES20.GL_INFO_LOG_LENGTH,length,0);
            if (length[0]>0){
                String s = GLES20.glGetShaderInfoLog(shader);
                System.out.println(s);
            }
        }

        return shader;
    }

    public abstract void render();

    public void create(){
        ByteBuffer bb = ByteBuffer.allocateDirect(
                triangleCoords.length * 4);
        bb.order(ByteOrder.nativeOrder());
        vertexBuffer = bb.asFloatBuffer();
        vertexBuffer.put(triangleCoords);
        vertexBuffer.position(0);
        ByteBuffer byteBuffer = ByteBuffer.allocateDirect(color.length*4);
        byteBuffer.order(ByteOrder.nativeOrder());
        colorBuffer = byteBuffer.asFloatBuffer();
        colorBuffer.put(color);
        colorBuffer.position(0);
        int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER,vertexShaderCode);
        int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER,fragmentShaderCode);
        mProgram = GLES20.glCreateProgram();
        GLES20.glAttachShader(mProgram,vertexShader);
        GLES20.glAttachShader(mProgram,fragmentShader);
        GLES20.glLinkProgram(mProgram);
        int lin[] = new int[1];
        GLES20.glGetProgramiv(mProgram,GLES20.GL_LINK_STATUS,lin,0);
        if (lin[0] == 0){
            String s = GLES20.glGetProgramInfoLog(mProgram);
            System.out.println(s);
        }
        GLES20.glDeleteShader(vertexShader);
        GLES20.glDeleteShader(fragmentShader);
    }

    public abstract void surfaceChange(int width,int height);

    public abstract void dispose();

    public void resume() {

    }

    public String uRes(String path){
        if (mRes == null) System.out.println("八嘎!");
        StringBuilder result=new StringBuilder();
        try{
            InputStream is=mRes.getAssets().open(path);
            int ch;
            byte[] buffer=new byte[1024];
            while (-1!=(ch=is.read(buffer))){
                result.append(new String(buffer,0,ch));
            }
        }catch (Exception e){
            return null;
        }
        return result.toString().replaceAll("\\r\\n","\n");
    }
}

补充个东西

有时候我们在点击一个按钮之后执绘制线程中的操作就崩了,这个时候一般的操作是:点击之后将事件操作保存起来,然后在帧刷新的时候取出来执行。

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