我是GLES 2.0的新手。这真的让我感到紧张,因为OpenGL ES 1 II只是设置了GL_LIGHTNING1,然后设置了灯光。在GLES 2.0中,它不起作用。实际上,整个屏幕都是黑色的。所以请告诉我下面的代码应该怎么做。这些是我设置的顶点:

        static float quadrateCoords[] = { // in counterclockwise order:
    // front
    -0.5f, -0.5f, 0.5f,
     0.5f, -0.5f, 0.5f,
    -0.5f, 0.5f, 0.5f,
     0.5f, 0.5f, 0.5f,
    // back
    -0.5f, -0.5f, -0.5f,
     0.5f, -0.5f, -0.5f,
    -0.5f, 0.5f, -0.5f,
     0.5f, 0.5f, -0.5f,
    // left
    -0.5f, -0.5f, 0.5f,
    -0.5f, -0.5f, -0.5f,
    -0.5f, 0.5f, 0.5f,
    -0.5f, 0.5f, -0.5f,
    // right
     0.5f, -0.5f, 0.5f,
     0.5f, -0.5f, -0.5f,
     0.5f, 0.5f, 0.5f,
     0.5f, 0.5f, -0.5f,
    // up
    -0.5f, 0.5f, 0.5f,
     0.5f, 0.5f, 0.5f,
    -0.5f, 0.5f, -0.5f,
     0.5f, 0.5f, -0.5f,
    // bottom
    -0.5f, -0.5f, 0.5f,
     0.5f, -0.5f, 0.5f,
    -0.5f, -0.5f, -0.5f,
     0.5f, -0.5f, -0.5f
};
static float normal[] = {
    0.0f, 0.0f, 1.0f,
    0.0f, 0.0f, 1.0f,
    0.0f, 0.0f, 1.0f,
    0.0f, 0.0f, 1.0f,

    0.0f, 0.0f, -1.0f,
    0.0f, 0.0f, -1.0f,
    0.0f, 0.0f, -1.0f,
    0.0f, 0.0f, -1.0f,

    -1.0f, 0.0f, 0.0f,
    -1.0f, 0.0f, 0.0f,
    -1.0f, 0.0f, 0.0f,
    -1.0f, 0.0f, 0.0f,

    1.0f, 0.0f, 0.0f,
    1.0f, 0.0f, 0.0f,
    1.0f, 0.0f, 0.0f,
    1.0f, 0.0f, 0.0f,

    0.0f, 1.0f, 0.0f,
    0.0f, 1.0f, 0.0f,
    0.0f, 1.0f, 0.0f,
    0.0f, 1.0f, 0.0f,

    0.0f, -1.0f, 0.0f,
    0.0f, -1.0f, 0.0f,
    0.0f, -1.0f, 0.0f,
    0.0f, -1.0f, 0.0f
};

static float quadrateColors[] = { // in counterclockwise order:
    // front
    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,

    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,

    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,

    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,

    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,

    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f
};


着色器代码为:

        private final String vertexShaderCode =
        "uniform mat4 uMVPMatrix;\n" +
        "uniform mat4 uMVMatrix;\n" +
        "uniform vec3 uLightPos;\n" +

        "attribute vec4 aPosition;\n" +
        "attribute vec4 aColor;\n" +
        "attribute vec4 aNormal;\n" +

        "varying vec4 vColor;\n" +

        "void main() {\n" +
            "vec3 modelViewVertex = vec3(uMVMatrix * a_Position);\n" +
            "vec3 modelViewNormal = vec3(uMVMatrix * vec4(aNormal, 0.0));\n" +
            "float distance = length(uLightPos - modelViewVertex);\n" +
            "vec3 lightVector = normalize(uLightPos - modelViewVertex);\n" +
            "float diffuse = max(dot(modelViewNormal,lightVector), 0.1):\n" +
            "diffuse = diffuse * (1.0 / (1.0 + (0.25 * distance * distance)));\n" +

            "vColor = aColor * diffuse;\n" +

            "gl_Position = aPosition * uMVPMatrix;\n" +
        "}\n";

private final String fragmentShaderCode =
        "precision mediump float;\n" +

        "varying vec4 vColor;\n" +

        "void main() {\n" +
            "gl_FragColor = vColor;\n" +
        "}\n";


最后绘制函数:

        public void draw(float[] mvpMatrix, float[] mVMatrix) {
    // Add program to OpenGL environment
    GLES20.glUseProgram(mProgram);

    // get handle to vertex shader's aPosition member
    mPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
    nNormalHandle = GLES20.glGetAttribLocation(mProgram, "aNormal");
    nColorHandle = GLES20.glGetAttribLocation(mProgram, "aColor");

    // Enable a handle to the triangle vertices
    // Prepare the triangle coordinate data
    GLES20.glEnableVertexAttribArray(mPositionHandle);
    GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);

    GLES20.glEnableVertexAttribArray(nNormalHandle);
    GLES20.glVertexAttribPointer(nNormalHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer2);

    GLES20.glEnableVertexAttribArray(nColorHandle);
    GLES20.glVertexAttribPointer(nColorHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer3);

    muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
    GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mvpMatrix, 0);

    muMVMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVMatrix");
    GLES20.glUniformMatrix4fv(muMVMatrixHandle, 1, false, mVMatrix, 0);

    muLightPosHandle = GLES20.glGetUniformLocation(mProgram, "uLightPos");
    GLES20.glUniform3f(muLightPosHandle, 10.0f, 10.0f, 15.0f);

    // Front
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);

    // Back
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 4, 4);

    // Left
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 8, 4);

    // Right
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 12, 4);

    // Top
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 16, 4);

    // Right
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 20, 4);

    // Disable vertex array
    GLES20.glDisableVertexAttribArray(mPositionHandle);
}

最佳答案

像这样调试:
gl_FragColor = vec4(0.5,0,0,0.5)+ vColor;

找到任何错误(尽管着色器正确)。

如果在测试完错误后仍然存在错误(通过直接使用颜色代替自定义值),请查看此ADS着色器

How to implement shadow in OpenglES 1.x (on iPhone)

还有一点要记住,如果启用了剔除,请禁用

10-08 15:16