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我正在使用 OpenGL ES 2.0,并使用模板缓冲区。下面是我制作的一个简单的模板缓冲区演示的代码。模板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。(模板缓冲区在此设备上完美运行)

Android 4.1.2、Adreno 225 (GPU)、Galaxy S III 手机。(Stencil Buffer 不起作用,有些闪烁的stencil 鬼影很少。

Android 4.2.2、Mali-400MP (GPU)、瑞芯微 rk30sdk 平板电脑。(在最初的测试中,Stencil Buffer 没有工作,经过多次更改后它现在似乎工作了,状态是有问题的。修复操作中 Stencil Buffer 的具体更改目前未知)

相同的最新 .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,并且“showcase”#18“Stencil Buffer Shadows”[OGL 1.1] 完美运行,没有错误消息。源代码随应用程序提供,经审查无效。

下面是我的模板代码:

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 );

}

在里面:

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);

}

初始化2:

所有注释的“setEGLConfigChooser”调用都已尝试。

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);
}

有什么想法可以跟踪问题吗?还有什么我可能会得到帮助的地方吗?(如果需要,可以联系 MFG/Android/Google 让我去任何地方吗?)

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1 回答 1

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在您提供的代码中,您设置 glStencilMask(0xFF),然后再设置 glStencilMask(0x00)。OpenGL 是一个状态机,所以无论你最后设置什么都是当前值——即使你清除了。默认模板掩码值为 255,因此您的 glClear 在第一帧上工作。但在那之后,模板掩码为 0(因为你是这样设置的),所以模板缓冲区不会被清除。在函数的顶部执行此操作:

public void onDrawFrame(GL10 glUnused) {
    // Clear the rendering surface.
    glStencilMask(0xFF);
    glClear( GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
    ...
}

glStencilMask 函数设置写入掩码——清除是一种写入操作,因此您通常应该在清除时将所有模板位设置为可写入。

于 2015-11-08T04:28:10.330 回答