DisplayMetrics displayMetrics = new DisplayMetrics();
((Activity) getContext()).getWindowManager()
.getDefaultDisplay()
.getMetrics(displayMetrics);
final int height = displayMetrics.heightPixels;
final int width = displayMetrics.widthPixels;
public class OpenGL extends Fragment {
private GLSurfaceView mGLView;
private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
private float mPreviousX;
private float mPreviousY;
OpenGLRenderer mRenderer;
public OpenGL() {
// Required empty public constructor
}
@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container,
Bundle savedInstanceState) {
mGLView = new GLSurfaceView(getActivity());
mGLView.setEGLContextClientVersion(2);
mGLView.setRenderer(new OpenGLRenderer());
// Render the view only when there is a change in the drawing data
mGLView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
DisplayMetrics displayMetrics = new DisplayMetrics();
((Activity) getContext()).getWindowManager()
.getDefaultDisplay()
.getMetrics(displayMetrics);
final int height = displayMetrics.heightPixels;
final int width = displayMetrics.widthPixels;
mGLView.setOnTouchListener(new View.OnTouchListener() {
@Override
public boolean onTouch(View v, MotionEvent e) {
// MotionEvent reports input details from the touch screen
// and other input controls. In this case, you are only
// interested in events where the touch position changed.
float x = e.getX();
float y = e.getY();
switch (e.getAction()) {
case MotionEvent.ACTION_MOVE:
float dx = x - mPreviousX;
float dy = y - mPreviousY;
// reverse direction of rotation above the mid-line
if (y > height / 2) {
dx = dx * -1;
}
// reverse direction of rotation to left of the mid-line
if (x < width / 2) {
dy = dy * -1;
}
mRenderer.setAngle(
mRenderer.getAngle() +
((dx + dy) * TOUCH_SCALE_FACTOR));
mGLView.requestRender();
}
mPreviousX = x;
mPreviousY = y;
return true;
}
});
return mGLView;
}
@Override
public void onResume() {
super.onResume();
mGLView.onResume();
}
@Override
public void onPause() {
super.onPause();
mGLView.onPause();
}
}
OpenGlenderer类
class OpenGLRenderer implements GLSurfaceView.Renderer {
private Triangle mRectangle;
// mMVPMatrix is an abbreviation for "Model View Projection Matrix"
private final float[] mMVPMatrix = new float[16];
private final float[] mProjectionMatrix = new float[16];
private final float[] mViewMatrix = new float[16];
private float[] mRotationMatrix = new float[16];
float[] scratch = new float[16];
public volatile float mAngle;
public float getAngle() {
return mAngle;
}
public void setAngle(float angle) {
mAngle = angle;
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// Set the background frame color
//GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
mRectangle = new Triangle();
}
public void onDrawFrame(GL10 gl) {
// Redraw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Set the camera position (View matrix)
Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mViewMatrix, 0);
// Create a rotation for the triangle
// long time = SystemClock.uptimeMillis() % 4000L;
// float angle = 0.090f * ((int) time);
Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
// Combine the rotation matrix with the projection and camera view
// Note that the mMVPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);
// Draw triangle
mRectangle.drawMatrix(scratch);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}
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;
}
}
三角类
class Triangle {
private final String vertexShaderCodeMatrix =
// This matrix member variable provides a hook to manipulate
// the coordinates of the objects that use this vertex shader
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
// the matrix must be included as a modifier of gl_Position
// Note that the uMVPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
" gl_Position = uMVPMatrix * vPosition;" +
"}";
// Use to access and set the view transformation
private int mMVPMatrixHandle;
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, 0.0f, // bottom left
0.5f, -0.311004243f, 0.0f // bottom right
};
// Set color with red, green, blue and alpha (opacity) values
float color[] = { 0.5f, 0.5f, 0.5f, 1.0f };
private final int mProgram;
private short[] indices = {0,1,2,0,2,3};
private FloatBuffer vertexBuffer;
private ShortBuffer indexBuffer;
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 = OpenGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = OpenGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
// create empty OpenGL ES Program
mProgram = GLES20.glCreateProgram();
// add the vertex shader to program
GLES20.glAttachShader(mProgram, vertexShader);
// add the fragment shader to program
GLES20.glAttachShader(mProgram, fragmentShader);
// creates OpenGL ES program executables
GLES20.glLinkProgram(mProgram);
}
private int mPositionHandle;
private int mColorHandle;
private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
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,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
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, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
public void drawMatrix(float[] mvpMatrix) { // pass in the calculated transformation matrix
// 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,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
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, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
// Pass the projection and view transformation to the shader
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}
您从不初始化mrenderer
...变量
OpenGLRenderer mRenderer;
这就是mrenderer.getAngle()
给出空指针异常的原因。
java.lang.NullPointerException:尝试对空对象引用调用虚拟方法“float com.example.tiagosilva.amob_android.opengrenderer.getAngle()”
mRenderer = new OpenGLRenderer();
更新到QRCodeReaderView最新版本后,我的应用程序崩溃仍然没有停止,不同的问题得到。致命异常:java.lang.RuntimeException:无法连接到java:580)在android.view.choreographer.doFrame(choreographer.java:550)在android.view.choreographer$FrameDisplayEventRe
这就是它崩溃的地方 01-12 13:44:12.571 296 26-29688/ca.dti.grounded.app E/OtherService:AsynchChecker 287:73 java.lang.IllegalStateException:Parcel已完成!在android.os.binderproxy.transactNative(本机方法)在android.os.bind
在我的应用程序中,我想在导航抽屉的片段中使用一个gridView,但我的应用程序正在崩溃。这是我的代码:
我正在尝试将图像添加到我新创建的应用程序中。但是,当我运行我的应用程序时,它会崩溃。我没有在我的应用程序中编写任何代码,因此我提供了XML代码和错误日志。我在以前的应用程序中使用了ImageViews。没有错误。我已经优化了我的图像,但它仍然给我错误。 图像详细信息 错误日志: 09-08 16:03:02.266 15137-15137/ooper.loopE/AndroidRuntime: F
我正在Eclipse中创建一个应用程序,现在我想在我的项目中使用appcompat库。我已经成功地导入了这个库,当我用AppCompatActivity扩展一些活动时,它工作得很好。问题是,当我运行应用程序时,我的应用程序启动由AppCompActivty扩展的活动。应用程序崩溃。Log Cat正在显示NoClassDefFoundError:请为我指引正确的方向。谢谢
问题内容: 我试图弄乱新的RecyclerView,每当我尝试运行它时,我的应用程序立即崩溃。它为我提供了NullPointerException,用于尝试从中访问方法。我查看了其他帖子,发现大多数人都没有,但是我尝试了一下,但完全没有帮助。目前还不确定要怎么做,我们将不胜感激。这里是错误日志:(我会发布图片,但我还没有10位代表) 问题答案: 当没有提供时,通常会发生此问题。您可以这样做: