Reputation: 75
I've basically followed the guide on the android docs religiously, other than a couple variable names, and that I'm rendering in a fragment. I've been spending a bit off time commenting out lines and I managed to figure out that
public static int loadShader(int type, String shaderCode) {
int shader = GLES20.glCreateShader(type);
//System.out.println(shader + " ass");
//GLES20.glShaderSource(shader, shaderCode);
//GLES20.glCompileShader(shader);
//return shader;
return 0;
}
the glCreateShader method crashes the app. It doesn't return anything, it just crashes. The type inputs are always either GLES20.GL_VERTEX_SHADER
or GLES20.GL_FRAGMENT_SHADER
it crashes with both.
The rest of my renderer class looks like this
public class OpenGLRenderer implements GLSurfaceView.Renderer {
private Triangle trangle;
@Override
public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) {
GLES20.glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
trangle = new Triangle();
}
@Override
public void onSurfaceChanged(GL10 gl10, int i, int i1) {
}
@Override
public void onDrawFrame(GL10 gl10) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
//trangle.draw();
}
public static int loadShader(int type, String shaderCode) {
int shader = GLES20.glCreateShader(type);
//System.out.println(shader + " ass");
//GLES20.glShaderSource(shader, shaderCode);
//GLES20.glCompileShader(shader);
//return shader;
return 0;
}
And here's my triangle class:
public class Triangle {
private FloatBuffer vertexBuffer;
private final int shaderProgram;
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;" +
"}";
static float[] triangleCoords = {
0.0f, 0.5f, 0.0f,
-0.5f,-0.3f, 0.0f,
0.5f, -0.3f, 0.0f
};
static final int coordsInVertex = 3, vertexCount = triangleCoords.length / coordsInVertex, vertexStride = coordsInVertex * 4;
private int positionHandle, colorHandle;
float color[] = {1f, 0f, 0f, 1f};
public Triangle () {
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(triangleCoords.length*4);
byteBuffer.order(ByteOrder.nativeOrder());
vertexBuffer = byteBuffer.asFloatBuffer();
vertexBuffer.put (triangleCoords);
vertexBuffer.position(0);
int vertexShader = OpenGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = OpenGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
shaderProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(shaderProgram, vertexShader);
GLES20.glAttachShader(shaderProgram, fragmentShader);
GLES20.glLinkProgram(shaderProgram);
}
public void draw () {
GLES20.glUseProgram(shaderProgram);
positionHandle = GLES20.glGetAttribLocation(shaderProgram, "vPosition");
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(positionHandle, coordsInVertex, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
colorHandle = GLES20.glGetUniformLocation(shaderProgram, "vColor");
GLES20.glUniform4fv(colorHandle, 1, color, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
GLES20.glDisableVertexAttribArray(positionHandle);
}
}
Could someone shed some light?
Upvotes: 1
Views: 686
Reputation: 36
Not found any issue or error in the aforementioned sources that you provided, and it is completely workable when connects with a GLSurfaceView.
I think the issue is on configuring GLSurfaceView where you must explicitly set the EGLContextClientVersion of OpenGL-ES context before setRenderer; without eglContext program will not be performed any GL operations.
GLSurfaceView view = findViewById(R.id.glview);
view.setEGLContextClientVersion(2);
view.setRenderer(new OpenGLRenderer());
Upvotes: 2