由于性能原因,我从canvas.drawBitmap
移至OpenGL ES 2D
这是精灵表4x1:
现在要使其正常工作,我上了课:
public Vulcan(ScreenObjectsView objectsView, int vulkanSpriteID, Context context) {
this.b = BitmapFactory.decodeResource(context.getResources(), vulkanSpriteID);
// 1x4
height = b.getHeight();
width = b.getWidth()/4;
WindowManager wm = (WindowManager) context.getSystemService(Context.WINDOW_SERVICE);
Display display = wm.getDefaultDisplay();
x = display.getWidth()/2-width/2; // deprecated
y = display.getHeight()-height; // deprecated
}
public void update() {
frameFreq++;
if(frameFreq > 0){
currentFrame = ++currentFrame % 4;
frameFreq = 0;
}
}
@Override
public void draw(Canvas canvas) {
update();
int srcX = currentFrame * width;
Rect src = new Rect(srcX, 0, srcX+width, height);
Rect dst = new Rect(x, y, x+width, y+height);
canvas.drawBitmap(b, src, dst, null);
}
我在每个时间段内使用
Rect
并从左向右移动(循环):currentFrame = ++currentFrame % 4;
到目前为止,一切都很好。
如何在OpenGL ES中为上述精灵表制作动画?
今天,我知道如何在OpenGL ES中绘制和移动对象(感谢good demo)
但不知道要玩精灵。
有任何想法,链接,代码段吗?
[编辑]
使用精灵表或4张图像(例如)不再重要:
, 等等。
仍然没有任何答案或方向的奇怪。
谢谢,
[编辑2]
根据Aert所说,我实现了以下代码,并且可以正常工作。
但是看起来很乱
OpenGL ES的代码过多。对于每个纹理(我有4个),我需要创建FloatBuffer:
也许有人用较短的方法,或者我做错了。
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;
public class DevQuestSpriteBase {
private static final String LOG_TAG = "Fess";//DevQuestSpriteBase.class.getSimpleName();
protected int mFrame = 0;
protected int mSwitcher = 0;
private int textureCount = 1; // frame animation
protected int[] textures = new int[textureCount]; // frame animation
// texture and verts
protected FloatBuffer vertexBuffer,
textureBuffer1,
textureBuffer2,
textureBuffer3,
textureBuffer4;
ByteBuffer bb1;
protected float vertices[] = {
0f,0f,0.0f,
1f,0f,0.0f,
0f,1f,0.0f,
1f,1f,0.0f
};
/** 1 frame */
protected float texture1[] = {
0.0f, 1.0f,
0.0f, 0.0f,
0.25f, 1.0f,
0.25f, 0.0f
};
/** 2 frame */
protected float texture2[] = {
0.25f, 1.0f,
0.25f, 0.0f,
0.5f, 1.0f,
0.5f, 0.0f
};
/** 3 frame */
protected float texture3[] = {
0.5f, 1.0f,
0.5f, 0.0f,
0.75f, 1.0f,
0.75f, 0.0f
};
/** 4 frame */
protected float texture4[] = {
0.75f, 1.0f,
0.75f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
public DevQuestSpriteBase(){
// vertices buffer
bb1 = ByteBuffer.allocateDirect(vertices.length * 4);
bb1.order(ByteOrder.nativeOrder());
vertexBuffer = bb1.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
// texture buffer
bb1 = ByteBuffer.allocateDirect(texture1.length * 4);
bb1.order(ByteOrder.nativeOrder());
textureBuffer1 = bb1.asFloatBuffer();
textureBuffer1.put(texture1);
textureBuffer1.position(0);
//#########################################################
// texture buffer
bb1 = ByteBuffer.allocateDirect(texture2.length * 4);
bb1.order(ByteOrder.nativeOrder());
textureBuffer2 = bb1.asFloatBuffer();
textureBuffer2.put(texture2);
textureBuffer2.position(0);
//#########################################################
// texture buffer
bb1 = ByteBuffer.allocateDirect(texture3.length * 4);
bb1.order(ByteOrder.nativeOrder());
textureBuffer3 = bb1.asFloatBuffer();
textureBuffer3.put(texture3);
textureBuffer3.position(0);
//#########################################################
// texture buffer
bb1 = ByteBuffer.allocateDirect(texture4.length * 4);
bb1.order(ByteOrder.nativeOrder());
textureBuffer4 = bb1.asFloatBuffer();
textureBuffer4.put(texture4);
textureBuffer4.position(0);
}
private void update() {
if(mSwitcher == 5){
mFrame = ++mFrame % 4;
mSwitcher = 0;
// Log.e(LOG_TAG, "DevQuestSpriteBase :: " + mFrame);
}
else{
mSwitcher++;
}
}
public void draw(GL10 gl){
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
if(mFrame == 0){
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer1);
}
else if(mFrame == 1){
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer2);
}
else if(mFrame == 2){
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer3);
}
else if(mFrame == 3){
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer4);
}
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
//Log.e(LOG_TAG, "DevQuestSpriteBase :: draw");
update();
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
//gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer1);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
public int[] getTextures() {
return textures;
}
}
最佳答案
无需赘述,您需要执行以下操作(假设您已经使用4个顶点绘制了一个精灵):
为每个动画帧定义与精灵顶点对应的纹理坐标,例如
texCoordsFrame1 = [0.0f, 0.0f, 0.25f, 0.0f, 0.0f, 1.0f, 0.25f, 1.0f];
上载Spritesheet纹理,例如
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
使用与您要在需要时显示的框架相对应的纹理坐标进行绘制,例如
...
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexCoordPointer(2, GL_FLOAT, 0, texCoordsFrame1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
或者,您可以将单独的帧作为单独的纹理上载,但是从性能的角度来看,这是不希望的。
有一些陷阱
使用GLES1时,只能使用2幂的纹理。在这种情况下,您必须缩放纹理或将其大小增大为2的幂并调整纹理坐标。
位图与GL y坐标方向的差异有点令人困惑,您可能最终会得到一个垂直翻转的精灵。