2012-02-14 7 views
2

Je suis confronté à un problème, je ne parviens pas à définir l'arrière-plan du fond d'écran OpenGL ES 2.0 Android Live. actuellement j'ai été essayé tous les aspects jusqu'à mon niveau. Je veux définir l'arrière-plan de dessinable et définir comme arrière-plan statique de particules de rendu qui sont tous rendus sur l'écran mobile.Comment défini backgrond dans OpenGL ES 2.0?

J'utilise ce code:

public static boolean usebg = true; 


/// 
// Constructor 
// 
public ParticleSystemRenderer(Context context) 
{ 
    mContext = context; 

    Log.e("check","reeach ParticleSystemRenderer()"); 
} 


/// 
// Load texture from resource 
// 
private int loadTexture (InputStream is) 
{ 
    int[] textureId = new int[1]; 
    Bitmap bitmap; 
    bitmap = BitmapFactory.decodeStream(is); 
    byte[] buffer = new byte[bitmap.getWidth() * bitmap.getHeight() * 3]; 

    for (int y = 0; y < bitmap.getHeight(); y++) 
     for (int x = 0; x < bitmap.getWidth(); x++) 
     { 
      int pixel = bitmap.getPixel(x, y); 
      buffer[(y * bitmap.getWidth() + x) * 3 + 0] = (byte)((pixel >> 16) & 0xFF); 
      buffer[(y * bitmap.getWidth() + x) * 3 + 1] = (byte)((pixel >> 8) & 0xFF); 
      buffer[(y * bitmap.getWidth() + x) * 3 + 2] = (byte)((pixel >> 0) & 0xFF); 
     } 

    ByteBuffer byteBuffer = ByteBuffer.allocateDirect(bitmap.getWidth() * bitmap.getHeight() * 3); 
    byteBuffer.put(buffer).position(0); 

    GLES20.glGenTextures (1, textureId, 0); 
    GLES20.glBindTexture (GLES20.GL_TEXTURE_2D, textureId[0]); 

    GLES20.glTexImage2D (GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGB, bitmap.getWidth(), bitmap.getHeight(), 0, 
          GLES20.GL_RGB, GLES20.GL_UNSIGNED_BYTE, byteBuffer); 

    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); 
    GLES20.glTexParameteri (GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); 
    GLES20.glTexParameteri (GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE); 

    return textureId[0]; 
} 


/// 
// Initialize the shader and program object 
// 
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) 
{ 
    String vShaderStr = 
     "uniform float u_time;        \n" + 
     "uniform vec3 u_centerPosition;      \n" + 
     "attribute float a_lifetime;       \n" + 
     "attribute vec3 a_startPosition;      \n" + 
     "attribute vec3 a_endPosition;      \n" + 
     "varying float v_lifetime;       \n" + 
     "void main()           \n" + 
     "{             \n" + 
     " if (u_time <= a_lifetime)      \n" + 
     " {             \n" + 
     " gl_Position.xyz = a_startPosition +    \n" + 
     "      (u_time * a_endPosition);  \n" + 
     " gl_Position.xyz += u_centerPosition;    \n" + 
     " gl_Position.w = 1.0;        \n" + 
     " }             \n" + 
     " else            \n" + 
     "  gl_Position = vec4(-1000, -1000, 0, 0);  \n" + 
     " v_lifetime = 1.0 - (u_time/a_lifetime);  \n" + 
     " v_lifetime = clamp (v_lifetime, 0.0, 1.0);  \n" + 
     " gl_PointSize = (v_lifetime * v_lifetime) * 40.0; \n" + 
     "}"; 


    String fShaderStr = 
     "precision mediump float;        \n" + 
     "uniform vec4 u_color;        \n" + 
     "varying float v_lifetime;       \n" + 
     "uniform sampler2D s_texture;       \n" + 
     "void main()           \n" + 
     "{             \n" + 
     " vec4 texColor;          \n" + 
     " texColor = texture2D(s_texture, gl_PointCoord); \n" + 
     " gl_FragColor = vec4(u_color) * texColor;   \n" + 
     " gl_FragColor.a *= v_lifetime;      \n" + 
     "}             \n"; 

// Load the shaders and get a linked program object 
    mProgramObject = ESShader.loadProgram(vShaderStr, fShaderStr); 

    // Get the attribute locations 
    mLifetimeLoc = GLES20.glGetAttribLocation(mProgramObject, "a_lifetime"); 
    mStartPositionLoc = GLES20.glGetAttribLocation(mProgramObject, "a_startPosition"); 
    mEndPositionLoc = GLES20.glGetAttribLocation(mProgramObject, "a_endPosition"); 

    // Get the uniform locations 
    mTimeLoc = GLES20.glGetUniformLocation (mProgramObject, "u_time"); 
    mCenterPositionLoc = GLES20.glGetUniformLocation (mProgramObject, "u_centerPosition"); 
    mColorLoc = GLES20.glGetUniformLocation (mProgramObject, "u_color"); 
    mSamplerLoc = GLES20.glGetUniformLocation (mProgramObject, "s_texture"); 

    GLES20.glClearColor (0.0f, 0.0f, 0.0f, 0.0f); 

    // Fill in particle data array 
    Random generator = new Random(); 

    for (int i = 0; i < NUM_PARTICLES; i++) 
    {   
     // Lifetime of particle 
     mParticleData[i * 7 + 0] = generator.nextFloat(); 

     // End position of particle 
     mParticleData[i * 7 + 1] = generator.nextFloat() * 2.0f - 1.0f; 
     mParticleData[i * 7 + 2] = generator.nextFloat() * 2.0f - 1.0f; 
     mParticleData[i * 7 + 3] = generator.nextFloat() * 2.0f - 1.0f; 

     // Start position of particle 
     mParticleData[i * 7 + 4] = generator.nextFloat() * 0.25f - 0.125f; 
     mParticleData[i * 7 + 5] = generator.nextFloat() * 0.25f - 0.125f; 
     mParticleData[i * 7 + 6] = generator.nextFloat() * 0.25f - 0.125f;     
    } 
    mParticles = ByteBuffer.allocateDirect(mParticleData.length * 4) 
     .order(ByteOrder.nativeOrder()).asFloatBuffer(); 
    mParticles.put(mParticleData).position(0);   

    // Initialize time to cause reset on first update 
    mTime = 1.0f; 

    // Load particle texture 
    mTextureId = loadTexture (mContext.getResources().openRawResource(R.raw.smoke));    
} 

private void update() 
{ 

    if (mLastTime == 0) 
     mLastTime = SystemClock.uptimeMillis(); 
    long curTime = SystemClock.uptimeMillis(); 
    long elapsedTime = curTime - mLastTime; 
    float deltaTime = elapsedTime/1000.0f; 
    mLastTime = curTime; 
    mTime += deltaTime; 

    if (mTime >= 1.0f) 
    { 
     Random generator = new Random(); 
     float[] centerPos = new float[3]; 
     float[] color = new float[4]; 
     mTime = 0.0f; 
     // Pick a new start location and color 
     centerPos[0] = generator.nextFloat() * 1.0f - 0.5f; 
     centerPos[1] = generator.nextFloat() * 1.0f - 0.5f; 
     centerPos[2] = generator.nextFloat() * 1.0f - 0.5f; 

     GLES20.glUniform3f(mCenterPositionLoc, centerPos[0], centerPos[1], centerPos[2]); 

     // Random color 
     color[0] = generator.nextFloat() * 0.5f + 0.5f; 
     color[1] = generator.nextFloat() * 0.5f + 0.5f; 
     color[2] = generator.nextFloat() * 0.5f + 0.5f; 
     color[3] = 0.5f; 

     GLES20.glUniform4f (mColorLoc, color[0], color[1], color[2], color[3]); 
    } 

    // Load uniform time variable 
    GLES20.glUniform1f (mTimeLoc, mTime); 
} 

/// 
// Draw a triangle using the shader pair created in onSurfaceCreated() 
// 
public void onDrawFrame(GL10 glUnused) 
{ 
    if (usebg) { 
      glUnused.glDepthMask(false); 
       mBg.draw(glUnused); 
       glUnused.glDepthMask(true); 
      } 

       glUnused.glMatrixMode(GL10.GL_MODELVIEW); 
       glUnused.glLoadIdentity(); 
    update(); 

    // Set the viewport 
    GLES20.glViewport (0, 0, mWidth, mHeight); 

    // Clear the color buffer 
    GLES20.glClear (GLES20.GL_COLOR_BUFFER_BIT); 

    // Use the program object 
    GLES20.glUseProgram (mProgramObject); 

    // Load the vertex attributes 
    mParticles.position(0); 
    GLES20.glVertexAttribPointer (mLifetimeLoc, 1, GLES20.GL_FLOAT, 
            false, PARTICLE_SIZE * 4, 
            mParticles); 

    mParticles.position(1); 
    GLES20.glVertexAttribPointer (mEndPositionLoc, 3, GLES20.GL_FLOAT, 
            false, PARTICLE_SIZE * 4, 
            mParticles); 

    mParticles.position(4); 
    GLES20.glVertexAttribPointer (mStartPositionLoc, 3, GLES20.GL_FLOAT, 
            false, PARTICLE_SIZE * 4, 
            mParticles); 


    GLES20.glEnableVertexAttribArray (mLifetimeLoc); 
    GLES20.glEnableVertexAttribArray (mEndPositionLoc); 
    GLES20.glEnableVertexAttribArray (mStartPositionLoc); 

    // Blend particles 
    GLES20.glEnable (GLES20.GL_BLEND); 
    GLES20.glBlendFunc (GLES20.GL_SRC_ALPHA, GLES20.GL_ONE); 

    // Bind the texture 
    GLES20.glActiveTexture (GLES20.GL_TEXTURE0); 
    GLES20.glBindTexture (GLES20.GL_TEXTURE_2D, mTextureId); 
    GLES20.glEnable (GLES20.GL_TEXTURE_2D); 

    // Set the sampler texture unit to 0 
    GLES20.glUniform1i (mSamplerLoc, 0); 

    GLES20.glDrawArrays(GLES20.GL_POINTS, 0, NUM_PARTICLES); 


} 

/// 
// Handle surface changes 
// 
public void onSurfaceChanged(GL10 glUnused, int width, int height) 
{ 
    mWidth = width; 
    mHeight = height; 
    // setTex(SLWP.Tex); 
    if (usebg){ 
     mBg.Init(glUnused); 
     mBg.setDims(mWidth, mHeight); 
    } 
} 


// Handle to a program object 
private int mProgramObject; 

// Attribute locations 
private int mLifetimeLoc; 
private int mStartPositionLoc; 
private int mEndPositionLoc; 

// Uniform location 
private int mTimeLoc; 
private int mColorLoc; 
private int mCenterPositionLoc; 
private int mSamplerLoc; 

// Texture handle 
private int mTextureId; 

// Update time 
private float mTime; 
private long mLastTime; 

// Additional member variables 
private int mWidth; 
private int mHeight; 
private FloatBuffer mParticles; 
private Context mContext; 

private final int NUM_PARTICLES = 1000; 
private final int PARTICLE_SIZE = 7; 

private final float[] mParticleData = new float[NUM_PARTICLES * PARTICLE_SIZE]; 

currentlly mon écran est noir.

Répondre