我发现了很多致命信号11
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
在我的OnDrawFrame函数中调用。在崩溃之前正确绘制了纹理,我相信这意味着我的顶点和片段着色器工作正常。
我想做的是使用GLSurfaceView.Renderer和SurfaceTexture.OnFrameAvailableListener将两个纹理混合在一起。
第一个纹理是一个实时相机预览SurfaceTexture,它可以自己运行。第二个tetxure只是一个位图图像,它也可以自己工作。但是将它们结合起来会导致崩溃。
我的OnDrawFrame如下:
public void onDrawFrame(GL10 glUnused) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
synchronized(this) {
if (updateSurface) {
mSurface.updateTexImage();
mSurface.getTransformMatrix(mSTMatrix);
updateSurface = false;
}
}
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix");
muCRatioHandle = GLES20.glGetUniformLocation(mProgram, "uCRatio");
GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, textures[0]);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
int t1h = GLES20.glGetUniformLocation ( mProgram, "sTexture1" );
// GLES20.glUniform1i(t1h, textures[0]);
GLES20.glUniform1i(t1h, 1);
GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, textures[1]);
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
int t2h = GLES20.glGetUniformLocation ( mProgram, "sTexture2" );
GLES20.glUniform1i(t2h, 2);
GLES20.glUseProgram(mProgram);
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
mTriangleVertices.position(0);
GLES20.glEnableVertexAttribArray(maPositionHandle);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
4*5, mTriangleVertices);
mTriangleVertices.position(3);
GLES20.glEnableVertexAttribArray(maTextureHandle);
GLES20.glVertexAttribPointer(maTextureHandle, 3, GLES20.GL_FLOAT, false,
4*5, mTriangleVertices);
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
GLES20.glUniform1f(muCRatioHandle, mCameraRatio);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glDisableVertexAttribArray(maPositionHandle);
GLES20.glDisableVertexAttribArray(maTextureHandle);
// GLES20.glFlush();
}
其中mTriangleVertices是:
mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
* FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
mTriangleVertices.put(mTriangleVerticesData).position(0);
和mTriangleVerticesData是:
private final float[] mTriangleVerticesData = {
// X, Y, Z, U, V
-1.0f, -1.0f, 0, 0.f, 0.f,
1.0f, -1.0f, 0, 1.f, 0.f,
-1.0f, 1.0f, 0, 0.f, 1.f,
1.0f, 1.0f, 0, 1.f, 1.f,
};
非常感谢任何提示,链接甚至代码片段!
提前谢谢
答案 0 :(得分:2)
不知道这是否是导致崩溃的原因,但至少为着色器分配了一个太高的纹理ID。例如;
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
int t1h = GLES20.glGetUniformLocation ( mProgram, "sTexture1" );
GLES20.glUniform1i(t1h, 1);
应该阅读
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
int t1h = GLES20.glGetUniformLocation ( mProgram, "sTexture1" );
GLES20.glUniform1i(t1h, 0);
编辑:啊,这可能是导致崩溃的原因:
GLES20.glVertexAttribPointer(maTextureHandle, 3, GLES20.GL_FLOAT, false,
4*5, mTriangleVertices);
应该是
GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
4*5, mTriangleVertices);
更可能因为每个顶点有两个纹理值。