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();
}
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);
}