之前的遗留问题,就是画面被拉伸。这时需要用正交投影来解决这个问题。
1.新建一个带matrix的shader
2.关联
//正交矩阵
private int uMatrix;
//具体的矩阵的值
private float[] matrix = new float[16];
uMatrix = GLES20.glGetUniformLocation(program, "u_Matrix");
//在构造方法中初始化matrix
Matrix.setIdentityM(matrix, 0);
3.onSurfaceChanged时变换
//横屏时候
if (width > height) {
Matrix.orthoM(matrix, 0, -width / ((height / 665f * 500f)), width / ((height / 665f * 500f)), -1f, 1f, -1f, 1f);
} else {
Matrix.orthoM(matrix, 0, -1, 1, - height / ((width / 500 * 655f)), height / ((width / 500f * 665f)), -1f, 1f);
}
4.最后使用
//使用shader程序
GLES20.glUseProgram(program);
//这里使用正交投影
GLES20.glUniformMatrix4fv(uMatrix, 1, false, matrix, 0);
attribute vec4 v_Position;
attribute vec2 f_Position;
varying vec2 ft_Position;
uniform mat4 u_Matrix;
void main() {
ft_Position = f_Position;
gl_Position = v_Position * u_Matrix;
}
package com.example.opengl.eglpic;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLUtils;
import android.opengl.Matrix;
import android.util.Log;
import com.example.opengl.R;
import com.example.opengl.egl.MyGlSurfaceView;
import com.example.opengl.egl.ShaderUtil;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
public class PicRender implements MyGlSurfaceView.EGLRender {
private static final String TAG = "PicRender";
private Context context;
//顶点坐标
private float[] vertexData = {
-1f, -1f,
1f, -1f,
-1f, 1f,
1f, 1f
};
private FloatBuffer vertexBuffer;
//纹理坐标
private float[] fragmentData = {
// 0f, 1f,
// 1f, 1f,
// 0f, 0f,
// 1f, 0f
0f, 0f,
1f, 0,
0f, 1f,
1f, 1f
};
private FloatBuffer fragmentBuffer;
//生成的shader程序
private int program;
//顶点坐标
private int vPosition;
//纹理坐标
private int fPosition;
//纹理的id
private int textureId;
private int sampler;
//vbo
private int vboId;
//fbo
private int fboId;
//图片
private int imageTextureId;
//
private FboRender fboRender;
//正交矩阵
private int uMatrix;
//具体的矩阵的值
private float[] matrix = new float[16];
public PicRender(Context context) {
this.context = context;
fboRender = new FboRender(context);
vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)//4个字节
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(vertexData);
vertexBuffer.position(0);
fragmentBuffer = ByteBuffer.allocateDirect(fragmentData.length * 4)//4个字节
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(fragmentData);
fragmentBuffer.position(0);
}
/**
* OpenGl
*/
@Override
public void onSurfaceCreated() {
fboRender.onCreate();
//读取shader的源码
String vertexSource = ShaderUtil.readRawTxt(context, R.raw.vertex_shader_m);
String fragmentSource = ShaderUtil.readRawTxt(context, R.raw.fragment_shader);
//创建shader程序
program = ShaderUtil.createProgram(vertexSource, fragmentSource);
vPosition = GLES20.glGetAttribLocation(program, "v_Position");
fPosition = GLES20.glGetAttribLocation(program, "f_Position");
sampler = GLES20.glGetUniformLocation(program, "sTexture");
uMatrix = GLES20.glGetUniformLocation(program, "u_Matrix");
int[] vbos = new int[1];
//创建vbo,生成一个,偏移量为0
GLES20.glGenBuffers(1, vbos, 0);
vboId = vbos[0];
//绑定vbo
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);
//分配VBO需要的缓存大小,data=null是只需要申请空间,暂时不赋值
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertexData.length * 4 + fragmentData.length * 4, null, GLES20.GL_STATIC_DRAW);
//为VBO设置顶点数据的值
GLES20.glBufferSubData(GLES20.GL_ARRAY_BUFFER, 0, vertexData.length * 4, vertexBuffer);
GLES20.glBufferSubData(GLES20.GL_ARRAY_BUFFER, vertexData.length * 4, fragmentData.length * 4, fragmentBuffer);
//解绑vbo
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
//创建fbo
int[] fbos = new int[1];
GLES20.glGenBuffers(1, fbos, 0);
fboId = fbos[0];
//绑定fbo
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboId);
//生成纹理
int[] textureIds = new int[1];
GLES20.glGenTextures(1, textureIds, 0);
textureId = textureIds[0];
//绑定
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
//激活第0个
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
//绑定sampler和0
GLES20.glUniform1i(sampler, 0);
//设置环绕方式
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
//设置过滤
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);
//设置FBO分配内存大小,绑定纹理之后glBindTexture
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 1000, 500, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
//把纹理绑定到FBO
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, textureId, 0);
if (GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER) != GLES20.GL_FRAMEBUFFER_COMPLETE) {
Log.e(TAG, "fbo wrong");
} else {
Log.e(TAG, "fbo success");
}
// //得到图片
// Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.mipmap.photo);
// //图片绑定到纹理
// GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
//
// //回收
// bitmap.recycle();
// bitmap = null;
//解绑纹理
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
//解绑fbo
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
imageTextureId = loadTexrute(R.mipmap.diezhongdie);
}
private int loadTexrute(int src) {
//创建纹理
int[] textureIds = new int[1];
GLES20.glGenTextures(1, textureIds, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureIds[0]);
//环绕过滤
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
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);
//解析绑定图片
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), src);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
//解绑
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
return textureIds[0];
}
@Override
public void onSurfaceChanged(int width, int height) {
GLES20.glViewport(0, 0, width, height);
Log.e(TAG, "onSurfaceChanged: width=" + width + "---height=" + height);
fboRender.onChange(width, height);
//横屏时候
if (width > height) {
Matrix.orthoM(matrix, 0, -width / ((height / 665f * 500f)), width / ((height / 665f * 500f)), -1f, 1f, -1f, 1f);
} else {
Matrix.orthoM(matrix, 0, -1, 1, - height / ((width / 500 * 655f)), height / ((width / 500f * 665f)), -1f, 1f);
}
}
@Override
public void onDrawFrame() {
//绑定FBO,绑定后,下面的操作都不会显示到窗口上了,不需要离屏渲染的话最后一个参数0
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboId);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glClearColor(1f, 0f, 0f, 1f);
//使用shader程序
GLES20.glUseProgram(program);
//这里使用正交投影
GLES20.glUniformMatrix4fv(uMatrix, 1, false, matrix, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, imageTextureId);
//使用vbo,绑定,在顶点和纹理赋值之前
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);
//顶点赋值
GLES20.glEnableVertexAttribArray(vPosition);
// GLES20.glVertexAttribPointer(vPosition, 2, GLES20.GL_FLOAT, false, 8, vertexBuffer);
//从vbo中取数据
GLES20.glVertexAttribPointer(vPosition, 2, GLES20.GL_FLOAT, false, 8, 0);
//纹理赋值
GLES20.glEnableVertexAttribArray(fPosition);
// GLES20.glVertexAttribPointer(fPosition, 2, GLES20.GL_FLOAT, false, 8, fragmentBuffer);
//从vbo中取数据
GLES20.glVertexAttribPointer(fPosition, 2, GLES20.GL_FLOAT, false, 8, vertexData.length * 4);
//从0开始绘制4个点
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
//解绑
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
//解绑vbo
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
//解绑fbo
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
fboRender.onDraw(textureId);
}
}