libgdx:三星Android设备上的SpriteBatch,片段着色器工作不正常

时间:2013-01-07 08:34:18

标签: android opengl-es libgdx samsung-mobile fragment-shader

我正在使用libgdx及其SpriteBatch类为Andoid开发2D动态壁纸。这是一块手表,所以我需要的只是从libgdx绘制多个纹理,将它们旋转到特定的角度。

我使用SpriteBatch类解决了这个问题,一切都很好。

但现在我需要在我的场景中添加放大镜效果。任务是以特定比例放大特定区域以模拟真实镜头。

我通过渲染到FrameBuffer,从FrameBuffer获取纹理区域,最后使用SpriteBatch使用自定义着色器绘制此区域来解决这个问题。

问题:在三星设备上(我试过过Galaxy note N7000,在Galaxy Tab 10.1上),在放大区域的中心有一个小矩形,大约16x16px,放大率略有增加。对不起,我现在无法发布截图,因为我没有三星设备。 在其他设备上一切正常,在HTC Vivid,Acer A500,谷歌Nexus One上尝试过。

我认为,问题是如果在三星设备上的Mali GPU,但不知道,如何解决它。

我已将此问题中的片段着色器代码修改为SpriteBatch Add Fisheye effect to images at runtime using OpenGL ES 这是它:

#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif

varying LOWP vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;

void main() {
vec2 m = vec2(0.622 , 0.4985); // lens center point, note that in live wallpaper center of texture is (0.5,0.5)
float lensSize = 0.045; //diameter of lens
float lensCut = 0.0342; //length of cut lines

vec2 d = v_texCoords - m;
float r = sqrt(dot(d, d)); // distance of pixel from mouse
float cuttop = m.y + lensCut;
float cutbottom = m.y - lensCut; 

vec2 uv;
if (r >= lensSize) {
    uv = v_texCoords;
} else  if ( v_texCoords.y >= cuttop) {
    uv = v_texCoords;
}  else  if (v_texCoords.y <= cutbottom) {
    uv = v_texCoords;
} else {
    uv = m + normalize(d) * asin(r) / (3.14159 * 0.37);
}

gl_FragColor = texture2D(u_texture, uv);
}

Vertex着色器默认来自SpriteBatch源:

attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;

uniform mat4 u_projTrans;

varying vec4 v_color;
varying vec2 v_texCoords;

void main() {
    v_color = a_color;
    v_texCoords = a_texCoord0;
    gl_Position = u_projTrans * a_position;
}

这是我的render()方法:

    GL20 gl = Gdx.graphics.getGL20();
    gl.glEnable(GL20.GL_TEXTURE_2D);
    gl.glActiveTexture(GL20.GL_TEXTURE0);

    gl.glClearColor(WallpaperService.bg_red, WallpaperService.bg_green, WallpaperService.bg_blue, 1f);
    gl.glClear(GL20.GL_COLOR_BUFFER_BIT);


    // Creating framebuffer, if it has gone
    if (mFrameBuffer == null) {
        mFrameBuffer = new FrameBuffer(Format.RGBA4444, BG_WIDTH, BG_HEIGHT, true);

        mFrameBufferRegion = new TextureRegion(mFrameBuffer.getColorBufferTexture());
        mFrameBufferRegion.flip(false, true);

    }

    //Camera setting according to background texture
    camera = new OrthographicCamera(BG_WIDTH, BG_HEIGHT);
    camera.position.set(BG_WIDTH / 2, BG_WIDTH / 2, 0);
    camera.update();
    batch.setProjectionMatrix(camera.combined);

    //Rendering scene to framebuffer
    mFrameBuffer.begin();
    batch.begin();
    //main Drawing goes here
    batch.end();

    //Drawing frame to screen with applying shaders for needed effects
    if (mFrameBuffer != null) {
        mFrameBuffer.end();

        camera = new OrthographicCamera(width, height);
        camera.position.set(width / 2, height / 2, 0);
        camera.update();
        batch.setProjectionMatrix(camera.combined);

        batch.begin();
        batch.setShader(null);

        batch.setShader(shader);

        batch.draw(mFrameBufferRegion, width / 2 - (BG_WIDTH / 2) + (MARGIN_BG_LEFT * ratio), height / 2
                - (BG_HEIGHT / 2) + (MARGIN_BG_TOP * ratio), (float) BG_WIDTH / 2, (float) BG_HEIGHT / 2,
                (float) BG_WIDTH, (float) BG_HEIGHT, (float) ratio, (float) ratio, 0f);

        batch.setShader(null);
        batch.end();
    }

1 个答案:

答案 0 :(得分:3)

我已成功解决了这个问题。问题出在Mali gpu。 Mali不支持片段着色器中的高精度浮点计算。 当从中心到点的距离接近零时 - r变量变为零。

所以我在计算中添加了常数系数,这就行了。

这是工作片段着色器:

precision mediump float;

varying lowp vec4 v_color;
varying vec2 v_texCoords;


uniform sampler2D u_texture;

const float PI = 3.14159;
const float koef = 10.0;
void main() {
     vec2 uv;     
    vec2 m = vec2(0.622 , 0.4985); // lens center point, note that in live wallpaper center of texture is (0.5,0.5)
    float lensSize = 0.045; //radius of lens
    float lensCut = 0.0342; //height of cut

    float cuttop = m.y + lensCut;
    float cutbottom = m.y - lensCut;
    float cutleft = m.x-lensSize;
    float cutright = m.x+lensSize;

//don't transform pixels, that aren't in lens area
     if ( v_texCoords.y >= cuttop) {
        uv = v_texCoords;
    }  else  if (v_texCoords.y <= cutbottom) {
        uv = v_texCoords; 
           }  else  if (v_texCoords.x <= cutleft) {
        uv = v_texCoords; 
           }  else  if (v_texCoords.x >= cutright) {
        uv = v_texCoords; 
        } else {
    vec2 p = v_texCoords*koef; //current point 
    vec2 d = p - m*koef; //vector differnce between current point and center point
    float r = distance(m*koef,p); // distance of pixel from center

    if (r/koef >= lensSize) {
        uv = v_texCoords;
      } else {
    uv =m + normalize(d) * asin(r) / (PI*0.37*koef);
    }  
    }

   gl_FragColor = texture2D(u_texture, uv);
}