问题
I have been creating meshes using equations, but applying texture seems to be an issue. I have created a cube and cylinder but when texture is applied, the texture is not getting allocated and only the object is visible. I created a Cylinder successfully with the help of this link - How to make a cylinder in renderscript and I've created a cube of my own. The 2 objects are visible, but not the texture applied on them. I'm able to allocate textures only for my a3d objects that I've created, but not for the meshes created using equations. Any ideas where I'm going wrong? Please suggest what could be the problem, or is it not possible to apply texture for such meshes?
my CustomShaders that im using are shaderv.glsl and shaderf.glsl - same as what is there in the examples
public Mesh cubeMesh(float ltf, float lbf, float rbf, float rtf, float ltb, float lbb, float rbb, float rtb){
Mesh.TriangleMeshBuilder mbo= new TriangleMeshBuilder(mRSGL,3, Mesh.TriangleMeshBuilder.TEXTURE_0);
//front
mbo.setTexture(0, 0);
mbo.addVertex(-lbf, -lbf,lbf); //lbf
mbo.setTexture(1, 0);
mbo.addVertex( rbf, -rbf,rbf); //rbf
mbo.setTexture(1, 1);
mbo.addVertex( rtf, rtf, rtf); //rtf
mbo.setTexture(0, 1);
mbo.addVertex(-ltf, ltf, ltf); //ltf
//top
mbo.setTexture(0, 0);
mbo.addVertex(-ltf, ltf,ltf); //ltf
mbo.setTexture(1, 0);
mbo.addVertex(rtf, rtf,rtf); //rtf
mbo.setTexture(1, 1);
mbo.addVertex(rtb, rtb,-rtb); //rtb
mbo.setTexture(0, 1);
mbo.addVertex(-ltb, ltb,-ltb); //ltb
//back
mbo.setTexture(0, 0);
mbo.addVertex(rbb, -rbb,-rbb); //rbb
mbo.setTexture(1, 0);
mbo.addVertex(-lbb, -lbb,-lbb); //lbb
mbo.setTexture(1, 1);
mbo.addVertex(-ltb, ltb,-ltb); //ltb
mbo.setTexture(0, 1);
mbo.addVertex(rtb, rtb,-rtb); //rtb
//bottom
mbo.setTexture(0, 0);
mbo.addVertex(-lbb, -lbb,-lbb); //lbb
mbo.setTexture(1, 0);
mbo.addVertex(rbb, -rbb,-rbb); //rbb
mbo.setTexture(1, 1);
mbo.addVertex(rbf, -rbf,rbf); //rbf
mbo.setTexture(0, 1);
mbo.addVertex(-lbf, -lbf,lbf); //lbf
//left
mbo.setTexture(0, 0);
mbo.addVertex(-lbb, -lbb,-lbb); //lbb
mbo.setTexture(1, 0);
mbo.addVertex(-lbf, -lbf,lbf); //lbf
mbo.setTexture(1, 1);
mbo.addVertex(-ltf, ltf,ltf); //ltf
mbo.setTexture(0, 1);
mbo.addVertex(-ltb, ltb,-ltb); //ltb
//right
mbo.setTexture(0, 0);
mbo.addVertex(rbf, -rbf,rbf); //rbf
mbo.setTexture(1, 0);
mbo.addVertex(rbb, -rbb,-rbb); //rbb
mbo.setTexture(1, 1);
mbo.addVertex(rtb, rtb,-rtb); //rtb
mbo.setTexture(0, 1);
mbo.addVertex(rtf, rtf,rtf); //rtf
mbo.addTriangle(0,1,2);//1
mbo.addTriangle(2,3,0);
mbo.addTriangle(4,5,6);//2
mbo.addTriangle(6,7,4);
mbo.addTriangle(8,9,10);//3
mbo.addTriangle(10,11,8);
mbo.addTriangle(12,13,14);//4
mbo.addTriangle(14,15,12);
mbo.addTriangle(16,17,18);//5
mbo.addTriangle(18,19,16);
mbo.addTriangle(20,21,22);//6
mbo.addTriangle(22,23,20);
return mbo.create(true);
}
private Mesh cylinder(){
float radius=1.25f, halfLength=5;
int slices=16;
Mesh.TriangleMeshBuilder mbo= new TriangleMeshBuilder(mRSGL,3, Mesh.TriangleMeshBuilder.TEXTURE_0);
/*vertex at middle of end*/
mbo.addVertex(0.0f, halfLength, 0.0f);
mbo.addVertex(0.0f, -halfLength, 0.0f);
for(int i=0; i<slices; i++) {
float theta = (float) (i*2.0*Math.PI / slices);
float nextTheta = (float) ((i+1)*2.0*Math.PI / slices);
/*vertices at edges of circle*/
mbo.addVertex((float)(radius*Math.cos(theta)), halfLength, (float)(radius*Math.sin(theta)));
mbo.addVertex((float)(radius*Math.cos(nextTheta)), halfLength, (float)(radius*Math.sin(nextTheta)));
/* the same vertices at the bottom of the cylinder*/
mbo.addVertex((float)(radius*Math.cos(nextTheta)), -halfLength, (float)(radius*Math.sin(nextTheta)));
mbo.addVertex((float)(radius*Math.cos(theta)), -halfLength, (float)(radius*Math.sin(theta)));
/*Add the faces for the ends, ordered for back face culling*/
mbo.addTriangle(4*i+3, 4*i+2, 0);
//The offsets here are to adjust for the first two indices being the center points. The sector number (i) is multiplied by 4 because the way you are building this mesh, there are 4 vertices added with each sector
mbo.addTriangle(4*i+5, 4*i+4, 1);
/*Add the faces for the side*/
mbo.addTriangle(4*i+2, 4*i+4, 4*i+5);
mbo.addTriangle(4*i+4, 4*i+2, 4*i+3);
}
return mbo.create(true);
}
public void initMesh(){
m1= cubeMesh(1,1,1,1,1,1,1,1);
mScript.set_gCubeMesh(m1); //cube
m2 = cylinder();
mScript.set_gCylinder(m2); //Cylinder
}
and I'm loading the texture initially like this:
private void loadImages() {
cubetex = loadTextureRGB(R.drawable.crate);
cylindertex = loadTextureRGB(R.drawable.torusmap);
mScript.set_cubetex(cubetex);
mScript.set_gTexCylinder(cylindertex);
}
and in the rs side the cube and cylinder functions that are called by the root:
static void displayCustomCube()
{
// Update vertex shader constants
// Load model matrix
// Apply a rotation to our mesh
gTorusRotation += 50.0f * gDt;
if (gTorusRotation > 360.0f)
{
gTorusRotation -= 360.0f;
}
// Setup the projection matrix
if(once<1)
{
float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
rsMatrixLoadPerspective(&gVSConstants->proj, 40.0f, aspect, 0.1f, 1000.0f);
once++;
}
// Position our model on the screen
rsMatrixLoadTranslate(&gVSConstants->model, 0,2,-10);
setupCustomShaderLights();
rsgBindProgramVertex(gProgVertexCustom);
// Fragment shader with texture
rsgBindProgramStore(gProgStoreBlendNoneDepth);
rsgBindProgramFragment(gProgFragmentCustom);
rsgBindSampler(gProgFragmentCustom, 0, gLinearClamp);
rsgBindTexture(gProgFragmentCustom, 0, cubetex);
// Use no face culling
rsgBindProgramRaster(gCullNone);
rsgDrawMesh(gCubeMesh); // load cube model
}
static void displayCustomCylinder()
{
// Update vertex shader constants
// Load model matrix
// Apply a rotation to our mesh
gTorusRotation += 50.0f * gDt;
if (gTorusRotation > 360.0f)
{
gTorusRotation -= 360.0f;
}
// Setup the projection matrix
if(once<1)
{
float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
rsMatrixLoadPerspective(&gVSConstants->proj, 40.0f, aspect, 0.1f, 1000.0f);
once++;
}
// Position our model on the screen
rsMatrixLoadTranslate(&gVSConstants->model, 0,2,-10);
setupCustomShaderLights();
rsgBindProgramVertex(gProgVertexCustom);
// Fragment shader with texture
rsgBindProgramStore(gProgStoreBlendNoneDepth);
rsgBindProgramFragment(gProgFragmentCustom);
rsgBindSampler(gProgFragmentCustom, 0, gLinearClamp);
rsgBindTexture(gProgFragmentCustom, 0, gTexCylinder);
// Use no face culling
rsgBindProgramRaster(gCullNone);
rsgDrawMesh(gCylinder); // load cylinder model
}
definition of setCustomShaderLights() is:
static void setupCustomShaderLights()
{
float4 light0Pos = {xLight0Pos, yLight0Pos, zLight0Pos, aLight0Pos};
float4 light1Pos = { 0.0f, 0.0f, 20.0f, 1.0f};
float4 light0DiffCol = {xDiffColLight0, yDiffColLight0, zDiffColLight0, aDiffColLight0};
float4 light0SpecCol = {xSpecColLight0, ySpecColLight0, zSpecColLight0, aSpecColLight0};
float4 light1DiffCol = {0.5f, 0.5f, 0.9f, 1.0f};
float4 light1SpecCol = {0.5f, 0.5f, 0.9f, 1.0f};
gLight0Rotation += 50.0f * gDt;
if (gLight0Rotation > 360.0f)
{
gLight0Rotation -= 360.0f;
}
gLight1Rotation -= 50.0f * gDt;
if (gLight1Rotation > 360.0f)
{
gLight1Rotation -= 360.0f;
}
// Set light 0 properties
gVSConstants->light0_Posision = light0Pos;
gVSConstants->light0_Diffuse = DiffLight0Val;
gVSConstants->light0_Specular = SpecLight0Val;
gVSConstants->light0_CosinePower = Light0Cos;
// Set light 1 properties
gVSConstants->light1_Posision = light1Pos;
gVSConstants->light1_Diffuse = 1.0f;
gVSConstants->light1_Specular = 0.7f;
gVSConstants->light1_CosinePower = 25.0f;
rsgAllocationSyncAll(rsGetAllocation(gVSConstants));
// Update fragmetn shader constants
// Set light 0 colors
gFSConstants->light0_DiffuseColor = light0DiffCol;
gFSConstants->light0_SpecularColor = light0SpecCol;
// Set light 1 colors
gFSConstants->light1_DiffuseColor = light1DiffCol;
gFSConstants->light1_SpecularColor = light1SpecCol;
rsgAllocationSyncAll(rsGetAllocation(gFSConstants));
}
and loadTextureRGB() is:
private Allocation loadTextureRGB(int id)
{
return Allocation.createFromBitmapResource(mRSGL, mRes, id,
Allocation.MipmapControl.MIPMAP_ON_SYNC_TO_TEXTURE,
Allocation.USAGE_GRAPHICS_TEXTURE);
}
回答1:
Texturing these meshes is definitely possible. It likely isn't the only solution to your problem, but one reason you are not getting any texturing of the cylinder is that you never declare texture coordinates for that mesh when you create it. You are for the cube though so just transfer that method over. As for why the texture is not showing up, I don't see anything immediately wrong with your code. What is the GLSL code for your custom shaders? Is it the same as from the MiscSamples example? What about your definition for setupCustomShaderLights() and loadTextureRGB()? Are they also the same from the example code?
来源:https://stackoverflow.com/questions/10782935/how-to-load-texture-for-meshes-not-a3d-object-in-renderscript