GLES学习笔记---立方体贴图(一张图)

一、首先看一张效果图

立方体贴图

二、纹理坐标划分

如上图是一张2D纹理,我们需要将这个2D纹理贴到立方体上,立方体有6个面,所以上面的2D图分成了6个面,共有14个纹理坐标

三、立方体

上边的立方体一共8个顶点坐标,范围是[-1, 1];

我们要做的是将纹理图贴到这6个面上面

四、顶点坐标纹理坐标关联

我们绘制的时候使用了VBO、VAO、EBO、

复制代码
vertices里面是纹理坐标和顶点坐标的对应关系,纹理贴到哪个顶点上面;纹理坐标一共十四个,贴到8个顶点上。

indices里面是绘制的12个三角形

cpp 复制代码
float DP = 0.5f;
                        /*顶点               纹理*/
    float vertices[] = {-DP, -DP, DP,     0.25,  0.333,  //0
                         DP, -DP, DP,     0.50,  0.333,  //1
                         DP,  DP, DP,     0.50,  0.666,  //2
                        -DP,  DP, DP,     0.25,  0.666,  //3
                        -DP, -DP, -DP,    1.00,  0.333,  //4
                         DP, -DP, -DP,    0.75,  0.333,  //5
                         DP,  DP, -DP,    0.75,  0.666,  //6
                        -DP,  DP, -DP,    1.00,  0.666,  //7

                        -DP, -DP, -DP,    0.25,    0,    //4  8
                        DP, -DP, -DP,      0.5,    0,    //5  9
                        DP,  DP, -DP,      0.5,    1,    //6  10
                        -DP,  DP, -DP,    0.25,    1,    //7  11

                        -DP, -DP, -DP,       0,  0.333,  //4  12
                        -DP,  DP, -DP,       0,  0.666,  //7  13
                        };

    unsigned int indices[] = {
            0, 1, 2, 0, 2, 3,  // front
            1, 2, 5, 2, 5, 6,  // right
            4, 5, 6, 4, 6, 7,  // back

            0, 3, 12, 3, 12, 13, // left

            0, 1, 8, 1, 8, 9,  // bottom
            2, 3, 10, 3, 10, 11, // top
    };

五、完整代码

有部分代码是测试用的,不用细究奇怪的逻辑

cpp 复制代码
//
// Created by fengcheng.cai on 2023/12/15.
//
#define EGL_EGLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES

#include "com_sprd_opengl_test_MyNdk4.h"
#include <ggl.h>
#include <string.h>
#include <unistd.h>
#include <android/bitmap.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#define LOG_TAG "MyNdk4"

struct GL_Context4 {
    GLint program;
    EGLDisplay display;
    EGLSurface winSurface;
    EGLContext context;
    ANativeWindow *nw;
    AImageReader *reader;
};
static GL_Context4 gl_cxt;

static char *vertexSimpleShape = "#version 300 es\n"
                                 "layout (location = 0) in vec4 aPosition;\n"
                                 "layout (location = 1) in vec2 aTexCoord;\n"
                                 "uniform mat4 u_MVPMatrix;\n"
                                 "out vec2 TexCoord;\n"
                                 "void main() {\n"
                                 "     gl_Position = u_MVPMatrix * aPosition;\n"
                                 "     TexCoord = aTexCoord;\n"
                                 "}\n";

static char *fragSimpleShape = "#version 300 es\n"
                               "  precision  mediump float;\n"
                               "  in vec2 TexCoord;\n"
                               "  out vec4 FragColor;\n"
                               "  uniform sampler2D ourTexture;\n"
                               "  void main() {\n"
                               "       FragColor = texture(ourTexture, TexCoord);\n"
                               "  }\n";

static GLint initShader(const char *source, GLint type) {
    //创建着色器对象,type表示着色器类型,比如顶点着色器为GL_VERTEX_SHADER,片段着色器为GL_FRAGMENT_SHADER。返回值为一个类似引用的数字。
    GLint sh = glCreateShader(type);
    if (sh == 0) {
        //返回值sh为0则表示创建着色器失败
        LOGD("glCreateShader %d failed", type);
        return 0;
    }
    //着色器对象加载着色器对象代码source
    glShaderSource(sh,
                   1,//shader数量
                   &source,
                   0);//代码长度,传0则读到字符串结尾

    //编译着色器对象
    glCompileShader(sh);

    //以下为打印出编译异常信息
    GLint status;
    glGetShaderiv(sh, GL_COMPILE_STATUS, &status);
    if (status == 0) {
        LOGD("glCompileShader %d failed", type);
        LOGD("source %s", source);
        auto *infoLog = new GLchar[512];
        GLsizei length;
        glGetShaderInfoLog(sh, 512, &length, infoLog);

        LOGD("ERROR::SHADER::VERTEX::COMPILATION_FAILED %s", infoLog);
        return 0;
    }

    LOGD("glCompileShader %d success", type);
    return sh;
}

JNIEXPORT void JNICALL Java_com_sprd_opengl_test_MyNdk4_init
        (JNIEnv *env, jobject obj, jobject surface) {
    // egl ------------------------------------------------------------------- start
    LOGD("init");

    ANativeWindow *nwin = ANativeWindow_fromSurface(env, surface);
    gl_cxt.nw = nwin;

    EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
    if (display == EGL_NO_DISPLAY) {
        LOGD("egl display failed");
        return;
    }

    if (EGL_TRUE != eglInitialize(display, 0, 0)) {
        LOGD("eglInitialize failed");
        return;
    }

    EGLConfig eglConfig;
    EGLint configNum;
    EGLint configSpec[] = {
            EGL_RED_SIZE, 8,
            EGL_GREEN_SIZE, 8,
            EGL_BLUE_SIZE, 8,
            EGL_ALPHA_SIZE, 8,
            EGL_DEPTH_SIZE, 8,
            EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
            EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
            EGL_RECORDABLE_ANDROID, EGL_TRUE,
            EGL_NONE
    };

    if (EGL_TRUE != eglChooseConfig(display, configSpec, &eglConfig, 1, &configNum)) {
        LOGD("eglChooseConfig failed");
        return;
    }

    EGLSurface winSurface = eglCreateWindowSurface(display, eglConfig, nwin, 0);
    if (winSurface == EGL_NO_SURFACE) {
        LOGD("eglCreateWindowSurface failed");
        return;
    }

    const EGLint ctxAttr[] = {
            EGL_CONTEXT_CLIENT_VERSION, 2,
            EGL_NONE
    };

    EGLContext context = eglCreateContext(display, eglConfig, EGL_NO_CONTEXT, ctxAttr);
    if (context == EGL_NO_CONTEXT) {
        LOGD("eglCreateContext failed");
        return;
    }

    if (EGL_TRUE != eglMakeCurrent(display, winSurface, winSurface, context)) {
        LOGD("eglMakeCurrent failed");
        return;
    }
    gl_cxt.display = display;
    gl_cxt.winSurface = winSurface;
    gl_cxt.context = context;

    // egl ------------------------------------------------------------------- end

    // shader ------------------------------------------------------------------- start
    GLint vsh = initShader(vertexSimpleShape, GL_VERTEX_SHADER);
    GLint fsh = initShader(fragSimpleShape, GL_FRAGMENT_SHADER);

    GLint program = glCreateProgram();
    if (program == 0) {
        LOGD("glCreateProgram failed");
        return;
    }

    glAttachShader(program, vsh);
    glAttachShader(program, fsh);

    glLinkProgram(program);
    GLint status2 = 0;
    glGetProgramiv(program, GL_LINK_STATUS, &status2);
    if (status2 == 0) {
        LOGD("glLinkProgram failed");
        return;
    }
    gl_cxt.program = program;
    LOGD("glLinkProgram success");
    // shader ------------------------------------------------------------------- end
}

static void printMat4(glm::mat4 matrix) {
    LOGD("\nll\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n",
             matrix[0][0], matrix[1][0], matrix[2][0], matrix[3][0],
             matrix[0][1], matrix[1][1], matrix[2][1], matrix[3][1],
             matrix[0][2], matrix[1][2], matrix[2][2], matrix[3][2],
             matrix[0][3], matrix[1][3], matrix[2][3], matrix[3][3]);
}

static void printVec4(glm::vec4 vec) {
    LOGD("\nll\n%f, %f, %f, %f\n",
         vec[0], vec[1], vec[2], vec[3]);
}

JNIEXPORT void JNICALL Java_com_sprd_opengl_test_MyNdk4_process
        (JNIEnv *env, jobject obj, jobject bitmap,  jint surfaceW, jint surfaceH) {
    glUseProgram(gl_cxt.program);
    AndroidBitmapInfo bitmapInfo;
    if (AndroidBitmap_getInfo(env, bitmap, &bitmapInfo) < 0) {
        LOGE("AndroidBitmap_getInfo() failed ! ");
        return;
    }
    void *bmpPixels;
    int width = bitmapInfo.width;
    int height = bitmapInfo.height;
    LOGD("process format: %d, stride: %d", bitmapInfo.format, bitmapInfo.stride);
    AndroidBitmap_lockPixels(env, bitmap, &bmpPixels);

    unsigned int textureId;
    glGenTextures(1, &textureId);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, textureId);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);


    LOGD("process2  4");
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bmpPixels);
    unsigned char *pOri = (unsigned char *)bmpPixels;
    LOGD("process2  5     %d, %d, %d, %d, %d, %d, %d, %d", *(pOri), *(pOri+1), *(pOri+2), *(pOri+3),
         *(pOri+114), *(pOri+115), *(pOri+116), *(pOri+117));
    glBindTexture(GL_TEXTURE_2D, 0);
    AndroidBitmap_unlockPixels(env, bitmap);

    float DP = 0.5f;
                        /*顶点               纹理*/
    float vertices[] = {-DP, -DP, DP,     0.25,  0.333,  //0
                         DP, -DP, DP,     0.50,  0.333,  //1
                         DP,  DP, DP,     0.50,  0.666,  //2
                        -DP,  DP, DP,     0.25,  0.666,  //3
                        -DP, -DP, -DP,    1.00,  0.333,  //4
                         DP, -DP, -DP,    0.75,  0.333,  //5
                         DP,  DP, -DP,    0.75,  0.666,  //6
                        -DP,  DP, -DP,    1.00,  0.666,  //7

                        -DP, -DP, -DP,    0.25,    0,    //4  8
                        DP, -DP, -DP,      0.5,    0,    //5  9
                        DP,  DP, -DP,      0.5,    1,    //6  10
                        -DP,  DP, -DP,    0.25,    1,    //7  11

                        -DP, -DP, -DP,       0,  0.333,  //4  12
                        -DP,  DP, -DP,       0,  0.666,  //7  13
                        };

    unsigned int indices[] = {
            0, 1, 2, 0, 2, 3,  // front
            1, 2, 5, 2, 5, 6,  // right
            4, 5, 6, 4, 6, 7,  // back

            0, 3, 12, 3, 12, 13, // left

            0, 1, 8, 1, 8, 9,  // bottom
            2, 3, 10, 3, 10, 11, // top
    };
    bool looper = true;
    int count = 0;
    float angleX = 0.0f;
    float angleY = 0.0f;
    float angleZ = 0.0f;
#define MAX_LEN 512
    float near[MAX_LEN] = {0.0f};
    for (int i = 0; i < MAX_LEN / 2; i++) {
        near[i] = 1.0f + 1.0f * i / (MAX_LEN / 2);
    }
    for (int i = 0; i < MAX_LEN / 2; i++) {
        near[i + MAX_LEN / 2] = 2.0f - 1.0f * i / (MAX_LEN / 2);
    }

    int sizeNear = sizeof(near) / sizeof(float);
    while(looper) {
        angleX += 0.5f;
        angleY += 0.6f;
        angleZ += 0.8f;
        glm::mat4 modelM = glm::mat4(1.0f);
        modelM = glm::scale(modelM, glm::vec3(1.0f, 1.0f, 1.0f));
        modelM = glm::rotate(modelM, glm::radians(angleX), glm::vec3(1.0f, 0.0f, 0.0f));
        modelM = glm::rotate(modelM, glm::radians(angleY), glm::vec3(0.0f, 1.0f, 0.0f));
        modelM = glm::rotate(modelM, glm::radians(angleZ), glm::vec3(0.0f, 0.0f, 1.0f));
        modelM = glm::translate(modelM, glm::vec3(0.0f, 0.0f, 0.0f));
        LOGD("modelM:");
        printMat4(modelM);

        glm::mat4 viewM = glm::lookAt(
                glm::vec3(0, 0, 2.88), // Camera is at (0,0,1), in World Space 相机位置
                glm::vec3(0, 0, 0), // and looks at the origin 观察点坐标
                glm::vec3(0, 1, 0));  // Head is up (set to 0,-1,0 to look upside-down) 相机 up 方向,即相机头部朝向
        LOGD("viewM:");
        printMat4(viewM);

        glm::mat4 mv = viewM*modelM;
        printVec4(mv*glm::vec4(-1.0, -1.0, 0, 1));
        printVec4(mv*glm::vec4(1.0, 1.0, 0, 1));
        printVec4(mv*glm::vec4(-1.0, 1.0, 0, 1));
        printVec4(mv*glm::vec4(1.0, -1.0, 0, 1));


        float ratio = 1.0f * width / height;
        LOGD("ratio: %f, width: %d, height: %d, surfaceW: %d, surfaceH: %d", ratio, width, height, surfaceW, surfaceH);
        glm::mat4 prjM;
        if (1.0f * height / width > 1.0f * surfaceH / surfaceW) {
            prjM = glm::ortho(-1.0f * width / height, 1.0f * width / height, -1.0f, 1.0f, 0.0f, 100.0f); //ratio 一般表示视口的宽高比,width/height
        } else {
            prjM = glm::ortho(-1.0f, 1.0f,
                              -1.0f * surfaceH / (1.0f*surfaceW*height/width), 1.0f * surfaceH / (1.0f*surfaceW*height/width),
                              3.0f, 100.0f);
        }

        prjM = glm::ortho(-1.0f, 1.0f,
                          -1.0f, 1.0f,
                          1.5f, 100.0f);  // 这两个值其实是负的方向更好理解

        printMat4(prjM);


//    prjM = glm::perspective(glm::radians(45.0f), 1.0f * surfaceW / surfaceH, 2.6f, 100.f); //ratio 一般表示视口的宽高比,width/height,
//    LOGD("prjM:");
//    printMat4(prjM);

        prjM = glm::frustum(-1.0f, 1.0f,
                        -1.0f, 1.0f,
                        near[count%sizeNear], 100.f);
        LOGD("prjM:");
        printMat4(prjM);



        glm::mat4 mvp = prjM*viewM*modelM;
        printVec4(mvp*glm::vec4(-DP, -DP, DP, 1));
        printVec4(mvp*glm::vec4(-DP, -DP, -DP, 1));

        //mvp = glm::mat4(1.0f);
        GLint mvpLoc = glGetUniformLocation(gl_cxt.program, "u_MVPMatrix");
        glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, (GLfloat *)&mvp[0][0]);

        // optimal
        unsigned int VBO, EBO, VAO;
        glGenVertexArrays(1, &VAO);
        glBindVertexArray(VAO);

        glGenBuffers(1, &VBO);
        glBindBuffer(GL_ARRAY_BUFFER, VBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)((0 + 3)*sizeof(float)));
        glEnableVertexAttribArray(0);
        glEnableVertexAttribArray(1);

        glGenBuffers(1, &EBO);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

        glBindVertexArray(0);


        glBindVertexArray(VAO);
        glEnable(GL_DEPTH_TEST);
        glDepthFunc(GL_LEQUAL);
        glEnable(GL_TEXTURE_2D);
        glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

        // draw to screen
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, textureId);
        glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(int), GL_UNSIGNED_INT, (void*)0);
        glBindTexture(GL_TEXTURE_2D, 0);

        glDisableVertexAttribArray(0);
        glDisableVertexAttribArray(1);
        glBindVertexArray(0);

        eglSwapBuffers(gl_cxt.display, gl_cxt.winSurface);

        count++;
        usleep(15 * 1000);
        if (count == 99999) {
            looper = false;
        }
    }


    LOGD("process2 X");
}

JNIEXPORT void JNICALL Java_com_sprd_opengl_test_MyNdk4_uninit
        (JNIEnv *env, jobject obj) {
    LOGD("uninit");
    eglDestroySurface(gl_cxt.display, gl_cxt.winSurface);
    eglDestroyContext(gl_cxt.display, gl_cxt.context);
    eglMakeCurrent(gl_cxt.display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
    eglTerminate(gl_cxt.display);

    gl_cxt.winSurface = EGL_NO_SURFACE;
    gl_cxt.display = EGL_NO_DISPLAY;
    gl_cxt.context = EGL_NO_CONTEXT;
}

六、注意点

cpp 复制代码
EGLint configSpec[] = {
            EGL_RED_SIZE, 8,
            EGL_GREEN_SIZE, 8,
            EGL_BLUE_SIZE, 8,
            EGL_ALPHA_SIZE, 8,
            EGL_DEPTH_SIZE, 8,
            EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
            EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
            EGL_RECORDABLE_ANDROID, EGL_TRUE,
            EGL_NONE
    };


glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);

一定要配置 EGL_DEPTH_SIZE,我调试的时候没有配置EGL_DEPTH_SIZE(即使

复制代码
glEnable(GL_DEPTH_TEST)调用了),导致绘制的立方体一直有问题,没有立体效果
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