NDK opengles2.0 贴图有问题

shongbee2 2013-03-25 12:33:27
我在学习用NDK来写opengles。
我想实现一个给三角面片添加一张贴图的效果。
我是在官方的hello-gl2的基础上修改的。
现在遇到了问题:
在手机上会出现三角面片,但是三角面片是黑色的。我的贴图颜色是青色的。不知道哪里出问题了。
希望有人帮我看看:
代码:

/*
* Copyright (C) 2009 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/

// OpenGL ES 2.0 code

#include <jni.h>
#include <android/log.h>

#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>

#include <stdio.h>
#include <stdlib.h>
#include <math.h>

#define LOG_TAG "libgl2jni"
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)

static void printGLString(const char *name, GLenum s) {
const char *v = (const char *) glGetString(s);
LOGI("GL %s = %s\n", name, v);
}

static void checkGlError(const char* op) {
for (GLint error = glGetError(); error; error
= glGetError()) {
LOGI("after %s() glError (0x%x)\n", op, error);
}
}

static const char gVertexShader[] =
"attribute vec4 vPosition;\n"
"attribute vec2 TexCoordIn;\n"
"varying vec2 TexCoordOut;\n"
"void main() {\n"
"gl_Position = vPosition;\n"
"TexCoordOut = TexCoordIn;\n"
"}\n";

static const char gFragmentShader[] =
"precision mediump float;\n"
"varying vec2 TexCoordOut;\n"
"uniform sampler2D Texture;\n"
"void main() {\n"
"vec4 vColor = texture2D(Texture, TexCoordOut);\n"
//" gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n"
"}\n";

GLuint loadShader(GLenum shaderType, const char* pSource) {
GLuint shader = glCreateShader(shaderType);
if (shader) {
glShaderSource(shader, 1, &pSource, NULL);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen) {
char* buf = (char*) malloc(infoLen);
if (buf) {
glGetShaderInfoLog(shader, infoLen, NULL, buf);
LOGE("Could not compile shader %d:\n%s\n",
shaderType, buf);
free(buf);
}
glDeleteShader(shader);
shader = 0;
}
}
}
return shader;
}

GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
if (!vertexShader) {
return 0;
}

GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
if (!pixelShader) {
return 0;
}

GLuint program = glCreateProgram();
if (program) {
glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {
GLint bufLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength) {
char* buf = (char*) malloc(bufLength);
if (buf) {
glGetProgramInfoLog(program, bufLength, NULL, buf);
LOGE("Could not link program:\n%s\n", buf);
free(buf);
}
}
glDeleteProgram(program);
program = 0;
}
}
return program;
}

GLuint gProgram;
GLuint gvPositionHandle;
GLuint floorTexture;
GLuint fishTexture;
GLuint texCoordSlot;
GLuint textureUniform;

bool setupGraphics(int w, int h) {
printGLString("Version", GL_VERSION);
printGLString("Vendor", GL_VENDOR);
printGLString("Renderer", GL_RENDERER);
printGLString("Extensions", GL_EXTENSIONS);

LOGI("setupGraphics(%d, %d)", w, h);
gProgram = createProgram(gVertexShader, gFragmentShader);
if (!gProgram) {
LOGE("Could not create program.");
return false;
}
gvPositionHandle = glGetAttribLocation(gProgram, "vPosition");
checkGlError("glGetAttribLocation");
LOGI("glGetAttribLocation(\"vPosition\") = %d\n",
gvPositionHandle);
texCoordSlot = glGetAttribLocation(gProgram, "TexCoordIn");
textureUniform = glGetUniformLocation(gProgram, "Texture");

unsigned short embTex[128*128];
unsigned short color[4]={ 0xF800, 0x7E0, 0x1F, 0xffff };
for ( int i = 0; i < 128; ++i )
{
for ( int j = 0; j < 128; ++j )
{
//embTex[i*128+j] = color[(i/32 + j/32)%4];
embTex[i*128+j] = color[0];
}
}

GLuint texName;
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 128, 128, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, embTex);
floorTexture = texName;
fishTexture = texName;
LOGI("floorTexture(\"floorTexture\") = %d\n",
floorTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, floorTexture);
glUniform1i(textureUniform, 0);

glViewport(0, 0, w, h);
checkGlError("glViewport");
return true;
}

const GLfloat gTriangleVertices[] = { 0.0f, 0.5f, -0.5f, -0.5f,
0.5f, -0.5f };
const GLfloat gTriangleTexcoord[] = { 0.5f, 0.0f, 0.5f, 1.0f,
1.0f, 1.0f };

void renderFrame() {
static float grey = 0.5f;
//grey += 0.01f;
if (grey > 1.0f) {
grey = 0.0f;
}
glClearColor(grey, grey, grey, 1.0f);
checkGlError("glClearColor");
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
checkGlError("glClear");

glUseProgram(gProgram);
checkGlError("glUseProgram");

glVertexAttribPointer(gvPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices);
checkGlError("glVertexAttribPointer");
glEnableVertexAttribArray(gvPositionHandle);
checkGlError("glEnableVertexAttribArray");
glVertexAttribPointer(texCoordSlot, 2, GL_FLOAT, GL_FALSE, 0, gTriangleTexcoord);
glEnableVertexAttribArray(texCoordSlot);
checkGlError("glEnableVertexAttribArray");

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, floorTexture);
glUniform1i(textureUniform, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
checkGlError("glDrawArrays");
}

extern "C" {
JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_init(JNIEnv * env, jobject obj, jint width, jint height);
JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_step(JNIEnv * env, jobject obj);
};

JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_init(JNIEnv * env, jobject obj, jint width, jint height)
{
setupGraphics(width, height);
}

JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_step(JNIEnv * env, jobject obj)
{
renderFrame();
}


希望大牛帮我解决一下,如果您有对应的代码是正确,也可以发给我学习,我的邮箱:shongbee2@126.com
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xinyu391 2013-09-02
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" gl_FragColor = texture2D(Texture, TexCoordOut);\n"
shongbee2 2013-03-25
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自己顶一下,没有人回答么?

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