问题
I would like to have a gradient background in OpenGL
I found these two links, but I cannot reproduce it:
OpenGL gradient fill on iPhone looks striped
OpenGL gradient banding on Android
I tried the following of the first link:
// Begin Render
//IntBuffer redBits = null, greenBits = null, blueBits = null;
//gl.glGetIntegerv (GL10.GL_RED_BITS, redBits); // ==> 8
//gl.glGetIntegerv (GL10.GL_GREEN_BITS, greenBits); // ==> 8
//gl.glGetIntegerv (GL10.GL_BLUE_BITS, blueBits); // ==> 8
gl.glDisable(GL10.GL_BLEND);
gl.glDisable(GL10.GL_DITHER);
gl.glDisable(GL10.GL_FOG);
gl.glDisable(GL10.GL_LIGHTING);
gl.glDisable(GL10.GL_TEXTURE_2D);
gl.glShadeModel(GL10.GL_SMOOTH);
float[] vertices = {
0, 0,
320, 0,
0, 480,
320, 480,
};
FloatBuffer vertsBuffer = makeFloatBuffer(vertices);
int[] colors = {
255, 255, 255, 255,
255, 255, 255, 255,
200, 200, 200, 255,
200, 200, 200, 255,
};
IntBuffer colorBuffer = makeIntBuffer(colors);
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertsBuffer);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glColorPointer(4, GL10.GL_UNSIGNED_BYTE, 0, colorBuffer);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
// End Render
protected static FloatBuffer makeFloatBuffer(float[] arr) {
ByteBuffer bb = ByteBuffer.allocateDirect(arr.length*4);
bb.order(ByteOrder.nativeOrder());
FloatBuffer fb = bb.asFloatBuffer();
fb.put(arr);
fb.position(0);
return fb;
}
protected static IntBuffer makeIntBuffer(int[] arr) {
ByteBuffer bb = ByteBuffer.allocateDirect(arr.length*4);
bb.order(ByteOrder.nativeOrder());
IntBuffer ib = bb.asIntBuffer();
ib.put(arr);
ib.position(0);
return ib;
}
But it just shows a rectangle in the right upper corner. But I don't know if the
glGetIntegerv
would have an effect? Any ideas/links how to make it run?
=== SOLUTION
// set orthographic perspective
setOrtho2D(activity, gl);
gl.glDisable(GL10.GL_BLEND);
//gl.glDisable(GL10.GL_DITHER);
gl.glDisable(GL10.GL_FOG);
gl.glDisable(GL10.GL_LIGHTING);
gl.glDisable(GL10.GL_TEXTURE_2D);
gl.glShadeModel(GL10.GL_SMOOTH);
float[] vertices = {
0, 0,
_winWidth, 0,
0, _winHeight,
_winWidth, _winHeight
};
FloatBuffer vertsBuffer = makeFloatBuffer(vertices);
float[] colors = {
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
0.2f, 0.2f, 0.2f, 1.0f,
0.2f, 0.2f, 0.2f, 1.0f
};
FloatBuffer colorBuffer = makeFloatBuffer(colors);
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertsBuffer);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
I forgot to comment the perspective line in again. I also changed the vertices order from "U" shape to the "Z" shape (Thanks Nick). Now it looks like this:
回答1:
This is a problem:
int[] colors;
....
gl.glColorPointer(4, GL10.GL_UNSIGNED_BYTE, 0, colorBuffer);
You are using signed four-byte integers for your color channels, and then telling opengl that they are unsigned one-byte integers. You should be using a buffer full of unsigned bytes.
It would be easier however, to just use floats instead:
float[] colors = {
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f,
};
float vertices[] = {
0, 0,
800, 0,
0, 480,
480, 800,
};
FloatBuffer colorBuffer = makeFloatBuffer(colors);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer);
来源:https://stackoverflow.com/questions/10361569/android-opengl-es-gradient-background