FaN*_*NaT 6 android bitmap render-to-texture opengl-es-2.0
我想用RenderScript模糊渲染的纹理,为此我需要将其转换为位图格式并使用它我需要将其转换回OpenGL纹理.
纹理渲染正在起作用.问题必须在某处,但我不明白为什么它不起作用.我有黑屏
public void renderToTexture(){
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fb[0]);
GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
// specify texture as color attachment
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, renderTex[0], 0);
// attach render buffer as depth buffer
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT, GLES20.GL_RENDERBUFFER, depthRb[0]);
// check status
int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
drawRender();
Bitmap bitmap = SavePixels(0,0,texW,texH);
//blur bitmap and get back a bluredBitmap not yet implemented
texture = TextureHelper.loadTexture(bluredBitmap, 128);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture);
drawRender2();
}
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为了创建一个位图,我从帧缓冲区读取像素,因为没有找到任何其他方法来做,但我对其他方法开放
public static Bitmap SavePixels(int x, int y, int w, int h)
{
int b[]=new int[w*(y+h)];
int bt[]=new int[w*h];
IntBuffer ib=IntBuffer.wrap(b);
ib.position(0);
GLES20.glReadPixels(0, 0, w, h, GLES20.GL_RGB, GLES20.GL_UNSIGNED_BYTE, ib);
for(int i=0, k=0; i<h; i++, k++)
{
for(int j=0; j<w; j++)
{
int pix=b[i*w+j];
int pb=(pix>>16)&0xff;
int pr=(pix<<16)&0x00ff0000;
int pix1=(pix&0xff00ff00) | pr | pb;
bt[(h-k-1)*w+j]=pix1;
}
}
Bitmap sb=Bitmap.createBitmap(bt, w, h, Bitmap.Config.ARGB_8888);
return sb;
}
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这是纹理代码的位图:
public static int loadTexture(final Bitmap pics, int size)
{
final int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] != 0)
{
// Read in the resource
final Bitmap bitmap = pics;
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
GLES20.glEnable(GLES20.GL_BLEND);
// Bind to the texture in OpenGL
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
// Set filtering
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);
// Load the bitmap into the bound texture.
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
// Recycle the bitmap, since its data has been loaded into OpenGL.
bitmap.recycle();
}
if (textureHandle[0] == 0)
{
throw new RuntimeException("Error loading texture.");
}
return textureHandle[0];
}
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您应该使用过:
GLES20.glReadPixels(0, 0, w, h, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, ib);
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你的 for 循环应该将 RGBA 转换为 ARGB_8888
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