我正在使用OpenGL ES 2.0,并使用Stencil Buffer。下面是我制作的简单Stencil Buffer Demo的代码。 Stenciling只能在一台设备上正常工作。
设备如下:
Android 4.2.2,PowerVR SGX 544MP(GPU),Allwinner A10平板电脑。 (模板缓冲器在此设备上完美运行)
Android 4.1.2,Adreno 225(GPU),Galaxy S III手机。 (模板缓冲区不起作用,有些闪烁着模板的鬼影很少。
Android 4.2.2,Mali-400MP(GPU),Rockchip rk30sdk平板电脑。 (在初始测试中,模板缓冲区无法正常工作,经过多次更改后,它现在似乎正在运行,状态值得怀疑。此时修复了操作模板缓冲区的具体更改)
同样最新.APK给出了上述结果。
来自'Play Store'的应用程序'OpenGL 3D Showcase'在所有三个设备上运行,'showcase'#18'Stencil Buffer Shadows'[OGL 1.1]完美地运行,没有错误消息。源代码随应用程序提供,并且已经过审核,无法使用。以下是我的模板代码:
public void onDrawFrame(GL10 glUnused) {
// Clear the rendering surface.
glClear( GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
multiplyMM(viewProjectionMatrix, 0, projectionMatrix, 0, viewMatrix, 0);
invertM(invertedViewProjectionMatrix, 0, viewProjectionMatrix, 0);
//Start using the stencil
glEnable( GL_STENCIL_TEST );
//Disable rendering to the color buffer
glColorMask( false, false, false, false );
//Place a 1 where rendered
glStencilFunc( GL_ALWAYS, 1, 1 );
//Replace where rendered
glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE );
glDisable(GL_DEPTH_TEST);
glStencilMask(0xFF);//value used when writing to stencil buffer
// draw stencil triangle
rotateObjectInScene(0.0f, 0.0f, 0.0f);//x,y,z Object is rottated one full rotation ever 3 seconds within
colorProgram.useProgram();
colorProgram.setUniforms(modelViewProjectionMatrix, 0f, 0f, 1f);
DemoTriangleStencilObj.bindData(colorProgram);
DemoTriangleStencilObj.draw();
//Reenable color
glColorMask( true, true, true, true );
//Where a 1 was not rendered
glStencilFunc( GL_EQUAL, 1, 1 );//GL_EQUAL GL_NOTEQUAL
//Keep the pixel
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
glStencilMask(0x00);//disable writing to stencil buffer by setting value used to 0.
positionObjectInScene1(0.0f, 0.0f, 0.0f);//leave image/object fixed in center of screen
textureProgram1.useProgram();
textureProgram1.setUniforms(modelViewProjectionMatrix, texture_opengl);
openglImageDemoObj.bindData(textureProgram1);
openglImagerectanDemoObj.draw();
//Finished using stencil
glDisable( GL_STENCIL_TEST );
}
初始化:
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
public void onSurfaceChanged(GL10 glUnused, int width, int height) {
// Set the OpenGL viewport to fill the entire surface.
glViewport(0, 0, width, height);
// Landscape
orthoM(projectionMatrix, 0, -1, 1, -1f, 1f, -1f, 20f);
setLookAtM(viewMatrix, 0, 0f, 2.0f, 0.1f, 0.0f, 0f, 0f, 0f, 1f, 0f);
}
INIT2:
已经尝试了所有评论过的'setEGLConfigChooser'调用。
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
//Remove title bar
this.requestWindowFeature(Window.FEATURE_NO_TITLE);
//Remove notification bar
this.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
//setContentView(R.layout.activity_fist_open_glproject_aactivity);
glSurfaceView = new GLSurfaceView(this);
final TheSurfaceRenderer theSurfaceRenderer = new TheSurfaceRenderer(this);
this.getApplicationContext();
final ActivityManager activityManager =
(ActivityManager) getSystemService(Context.ACTIVITY_SERVICE);
final ConfigurationInfo configurationInfo =
activityManager.getDeviceConfigurationInfo();
//final boolean supportsEs2 = false;//configurationInfo.reqGlEsVersion >= 0x20000;
final boolean supportsEs2 = configurationInfo.reqGlEsVersion >= 0x20000;
if (supportsEs2) {
// Request an OpenGL ES 2.0 compatible context.
glSurfaceView.setEGLContextClientVersion(2);
//glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);//when use emulator, may be needed.
glSurfaceView.setEGLConfigChooser(new MultiSampleConfigChooser());
//glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 8);
//glSurfaceView.setEGLConfigChooser(5,6,5,0,24,8);
//glSurfaceView.setEGLConfigChooser(5,6,5,0,16,8);
//glSurfaceView.setEGLConfigChooser(5,6,5,8,16,8);
// Assign our renderer.
//glSurfaceView.setRenderer(new AirHockeyRenderer(this));
glSurfaceView.setRenderer(theSurfaceRenderer);
rendererSet = true;
//Toast.makeText(this, "Renderer started", Toast.LENGTH_LONG).show();
} else {
Toast.makeText(this, "This device does not support OpenGL ES 2.0.",
Toast.LENGTH_LONG).show();
return;
}
setContentView(glSurfaceView);
}
跟踪问题的想法是什么?在其他地方,我可能会得到帮助吗?(如果需要,可以联系MFG / Android / Google让我到任何地方吗?)
答案 0 :(得分:1)
在您提供的代码中,设置glStencilMask(0xFF),然后执行glStencilMask(0x00)。 OpenGL是一个状态机,所以无论你上次设置的是当前值 - 即使你清除了。默认的模板掩码值为255,因此您的glClear适用于第一帧。但在那之后,模板掩码为0(因为你这样设置),因此模板缓冲区不会被清除。在功能的顶部执行此操作:
public void onDrawFrame(GL10 glUnused) {
// Clear the rendering surface.
glStencilMask(0xFF);
glClear( GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
...
}
glStencilMask函数设置写掩码 - 清除是一种写操作,因此通常应该在清除时将所有模板位设置为可写。