我试图在
Android上构建一个小的Open GL2.0演示应用程序,但我收到以下错误
在日志猫
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread) 07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread) 07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread) 07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread) 07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread) 07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread) 07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread) 07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread) 07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread) 07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)
在控制台中
[2012-07-02 20:50:44 - Emulator] development/tools/emulator/opengl/host/libs/Translator/GLES_V2/GLESv2Imp.cpp:glGetAttribLoc ation:826 error 0x501 [2012-07-02 20:50:44 - Emulator] development/tools/emulator/opengl/host/libs/Translator/GLES_V2/GLESv2Imp.cpp:glGetUniformLocation:1383 error 0x501
我的代码
视图
package limitliss.graphics.play; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.opengl.GLES20; import android.opengl.GLSurfaceView; import android.opengl.GLSurfaceView.Renderer; import android.opengl.GLU; public class OGLView extends GLSurfaceView implements Renderer { private int mColorType = 0; private float rotx = 0.0f; private float roty = 0.0f; Triangle tri = new Triangle(); public OGLView(Context context) { super(context); setEGLContextClientVersion(2); this.setRenderer(this); setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); // TODO Auto-generated constructor stub } public static int loadShader(int type,String shaderCode){ // create a vertex shader type (GLES20.GL_VERTEX_SHADER) // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER) int shader = GLES20.glCreateShader(type); // add the source code to the shader and compile it GLES20.glShaderSource(shader,shaderCode); GLES20.glCompileShader(shader); return shader; } public void onSurfaceCreated(GL10 unused,EGLConfig config) { // Set the background frame color GLES20.glClearColor(0.5f,0.5f,1.0f); tri.draw(); } public void onDrawFrame(GL10 unused) { // Redraw background color GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); tri.draw(); } public void onSurfaceChanged(GL10 unused,int width,int height) { GLES20.glViewport(0,width,height); } } Triangle package limitliss.graphics.play; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.opengles.GL10; import android.opengl.GLES20; public class Triangle { float color[] = { 0.63671875f,0.76953125f,0.22265625f,1.0f }; private FloatBuffer vertexBuffer; int mProgram; int mPositionHandle; private final String vertexShaderCode = "attribute vec4 vPosition;" + "void main() {" + " gl_Position = vPosition;" + "}"; private final String fragmentShaderCode = "precision mediump float;" + "uniform vec4 vColor;" + "void main() {" + " gl_FragColor = vColor;" + "}"; // number of coordinates per vertex in this array static final int COORDS_PER_VERTEX = 3; static float triangleCoords[] = { // in counterclockwise order: 0.0f,0.622008459f,0.0f,// top -0.5f,-0.311004243f,// bottom left 0.5f,0.0f}; // bottom right public Triangle() { // initialize vertex byte buffer for shape coordinates ByteBuffer bb = ByteBuffer.allocateDirect( // (number of coordinate values * 4 bytes per float) triangleCoords.length * 4); // use the device hardware's native byte order bb.order(ByteOrder.nativeOrder()); // create a floating point buffer from the ByteBuffer vertexBuffer = bb.asFloatBuffer(); // add the coordinates to the FloatBuffer vertexBuffer.put(triangleCoords); // set the buffer to read the first coordinate vertexBuffer.position(0); int vertexShader = OGLView.loadShader(GLES20.GL_VERTEX_SHADER,vertexShaderCode); int fragmentShader = OGLView.loadShader(GLES20.GL_FRAGMENT_SHADER,fragmentShaderCode); mProgram = GLES20.glCreateProgram(); // create empty OpenGL ES Program GLES20.glAttachShader(mProgram,vertexShader); // add the vertex shader to program GLES20.glAttachShader(mProgram,fragmentShader); // add the fragment shader to program GLES20.glLinkProgram(mProgram); } public void draw() { // Add program to OpenGL ES environment GLES20.glUseProgram(mProgram); // get handle to vertex shader's vPosition member mPositionHandle = GLES20.glGetAttribLocation(mProgram,"vPosition"); // Enable a handle to the triangle vertices GLES20.glEnableVertexAttribArray(mPositionHandle); // Prepare the triangle coordinate data GLES20.glVertexAttribPointer(mPositionHandle,COORDS_PER_VERTEX,GLES20.GL_FLOAT,false,vertexBuffer); // get handle to fragment shader's vColor member int mColorHandle = GLES20.glGetUniformLocation(mProgram,"vColor"); // Set color for drawing the triangle GLES20.glUniform4fv(mColorHandle,1,color,0); // Draw the triangle GLES20.glDrawArrays(GLES20.GL_TRIANGLES,3); // Disable vertex array GLES20.glDisableVertexAttribArray(mPositionHandle); } public void render(GL10 gl){ gl.glPushMatrix(); gl.glColor4f(this.color[0],this.color[1],this.color[2],this.color[3]); gl.glVertexPointer(3,GL10.GL_FLOAT,vertexBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN,3); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); } }