渲染图像的随机消失部分

时间:2019-06-06 08:20:50

标签: android opengl-es-2.0

我正在创建一个简单的三角带,以单个矩形覆盖整个视口。然后,我在该表面上应用100x100的纹理,该纹理随每一帧而变化。

我在GLSurfaceView类的onSurfaceChanged方法中设置了viewPort并初始化了vertexBuffer等,然后从onDrawFrame调用渲染函数。

此设置可以正常工作,但是在随机情况下,仅渲染矩形的右下四分之一,而画布的其余3/4则填充有背景色!并非每次都发生这种情况,并且在来回旋转设备后异常消失了(我想是因为在onSurfaceChanged中所有内容都会重置)

我尝试使用GLES20.glBufferData在每次帧更新时重新上载所有顶点,这似乎摆脱了这个错误,尽管可能是我只是没有足够的耐心来观察它的发生(因为它是相当不可预测)。这是一个非常简单的三角带,所以我不认为它会花费很多时间,但是以60 / sec的速度上传完全不变的数据只是一种不好的习惯!

//called from onSurfaceChanged
private fun initGL (side:Int) {

        /*======== Defining and storing the geometry ===========*/
        //vertices for TRIANGLE STRIP
        val verticesData = floatArrayOf(
            -1.0f,1.0f,//LU
            -1.0f,-1.0f,//LL
            1.0f,1.0f,//RU
            1.0f,-1.0f//RL
        )

        //float : 32 bit -> 4 bytes
        val vertexBuffer : FloatBuffer = ByteBuffer.allocateDirect(verticesData.size * 4)
            .order(ByteOrder.nativeOrder()).asFloatBuffer()
        vertexBuffer.put(verticesData).position(0)

        val buffers = IntArray(1)
        GLES20.glGenBuffers(1, buffers, 0)
        vertexBufferId = buffers[0]

        //upload vertices to GPU
        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vertexBufferId)
        GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER,
            vertexBuffer.capacity() * 4, // 4 = bytes per float
            vertexBuffer,
            GLES20.GL_STATIC_DRAW)
        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0)

        /*================ Shaders ====================*/

        // Vertex shader source code
        val vertCode =
                """
                attribute vec4 aPosition;
                void main(void) {
                    gl_Position = aPosition;
                }
                """

        val fragCode =
            """
            precision mediump float;

            varying vec2 vCoord;
            uniform sampler2D u_tex;
            void main(void) {
                //1-Y, because we need to flip the Y-axis!!
                vec4 color = texture2D(u_tex, vec2(gl_FragCoord.x/$side.0, 1.0-(gl_FragCoord.y/$side.0)));
                gl_FragColor = color;
            }
            """

        // Create a shader program object to store
        // the combined shader program
        val shaderProgram = createProgram(vertCode, fragCode)

        // Use the combined shader program object
        GLES20.glUseProgram(shaderProgram)

        val vertexCoordLocation = GLES20.glGetAttribLocation(shaderProgram, "aPosition")
        GLES20.glVertexAttribPointer(vertexCoordLocation, 2, GLES20.GL_FLOAT, false, 0, vertexBuffer)
        GLES20.glEnableVertexAttribArray(vertexCoordLocation)

        //set ClearColor
        GLES20.glClearColor(1f,0.5f,0.5f,0.9f)

        //setup a texture buffer array
        val texArray = IntArray(1)
        GLES20.glGenTextures(1,texArray,0)
        textureId = texArray[0]
        if (texArray[0]==0) Log.e(TAG, "Error with Texture!")
        else Log.e(TAG, "Texture id $textureId created!")

        GLES20.glActiveTexture(GLES20.GL_TEXTURE0)
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId)

        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE)
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE)
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST)
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST)
        GLES20.glPixelStorei(GLES20.GL_UNPACK_ALIGNMENT,1)
    }

//called from onDrawFrame
private fun updateGLCanvas (matrix : ByteArray, side : Int) {
        //create ByteBuffer from updated texture matrix
        val textureImageBuffer : ByteBuffer = ByteBuffer.allocateDirect(matrix.size * 1)//Byte = 1 Byte
            .order(ByteOrder.nativeOrder())//.asFloatBuffer()
        textureImageBuffer.put(matrix).position(0)

        //do I need to bind the texture in every frame?? I am desperate XD 
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId)
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0,GLES20.GL_RGB, side, side, 0, GLES20.GL_RGB, GLES20.GL_UNSIGNED_BYTE, textureImageBuffer)

        //bind vertex buffer
        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vertexBufferId)
        // Clear the color buffer bit
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
        //draw from vertex buffer
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP,0,4)
        //unbind vertex buffer
        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0)
    }

没有错误消息,并且在大多数情况下,代码处于应有的状态……这使其难以跟踪...

1 个答案:

答案 0 :(得分:1)

如果要使用顶点缓冲区,那么当glVertexAttribPointer指定通用顶点属性数据的数组时,缓冲区对象必须是当前绑定到目标GLES20.GL_ARRAY_BUFFER的对象。顶点属性规范引用了此缓冲区。

在这种情况下,glVertexAttribPointer的最后一个参数被视为缓冲区对象的数据存储区中的字节偏移。
在您的情况下,这意味着最后一个参数必须为0。

GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vertexBufferId)
GLES20.glVertexAttribPointer(vertexCoordLocation, 2, GLES20.GL_FLOAT, false, 0, 0)

注意,如果没有绑定命名缓冲区缓冲区对象(零),则最后一个参数是指向缓冲区内存的指针。每次执行绘制调用时,都会读取此缓冲区。
在您的实现中,从未使用上传到GPU的数据,因为顶点数组规范未引用这些数据。
另请参见Vertex Specification