obe*_*lot 5 android framebuffer stencils stencil-buffer android-ndk
我正在尝试生成一个frambuffer对象,并使用NDK(r5b)在本机android应用程序中使用模板.目标设备正在运行froyo 2.2,支持OpenGL ES 2.0.
所以,我一直在我的c ++本机库中编写大量的gl代码,除此之外没有遇到任何问题.我似乎无法使它工作.
这是帧缓冲区创建的代码片段.完美性很好,但屏幕仍然完全黑色.这就像我正在创建的fbo并没有真正绑定到应用程序的Java部分创建的gl表面.我的应用程序代码的其余部分都很好,如果我删除fbo创建和绑定,一切都很好,除了我没有我的应用程序所需的模板工作.
GLint backingWidth = 1024;
GLint backingHeight = 1024;
//Create the FrameBuffer and binds it
glGenFramebuffers(1, &_defaultFramebuffer);
checkGlError("glGenFramebuffers");
glBindFramebuffer(GL_FRAMEBUFFER, _defaultFramebuffer);
checkGlError("glBindFramebuffer");
//Create the RenderBuffer for offscreen rendering // Color
glGenRenderbuffers(1, &_colorRenderbuffer);
checkGlError("glGenRenderbuffers color");
glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderbuffer);
checkGlError("glBindRenderbuffer color");
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, backingWidth, backingHeight);
checkGlError("glRenderbufferStorage color");
//Create the RenderBuffer for offscreen rendering // Depth
glGenRenderbuffers(1, &_depthRenderbuffer);
checkGlError("glGenRenderbuffers depth");
glBindRenderbuffer(GL_RENDERBUFFER, _depthRenderbuffer);
checkGlError("glBindRenderbuffer depth");
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, backingWidth, backingHeight);
checkGlError("glRenderbufferStorage depth");
//Create the RenderBuffer for offscreen rendering // Stencil
glGenRenderbuffers(1, &_stencilRenderbuffer);
checkGlError("glGenRenderbuffers stencil");
glBindRenderbuffer(GL_RENDERBUFFER, _stencilRenderbuffer);
checkGlError("glBindRenderbuffer stencil");
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, backingWidth, backingHeight);
checkGlError("glRenderbufferStorage stencil");
// bind renderbuffers to framebuffer object
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderbuffer);
checkGlError("glFramebufferRenderbuffer depth");
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorRenderbuffer);
checkGlError("glFramebufferRenderbuffer color");
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _stencilRenderbuffer);
checkGlError("glFramebufferRenderbuffer stencil");
//Test for FrameBuffer completeness
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
checkGlError("glCheckFramebufferStatus");
switch (status)
{
case GL_FRAMEBUFFER_COMPLETE: LOGI("\n\n\nFLIPBOOM : FBO complete GL_FRAMEBUFFER_COMPLETE %x\n\n\n", status);break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: LOGI("\n\n\nFLIPBOOM : FBO GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT %x\n\n\n", status);break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: LOGI("\n\n\nFLIPBOOM : FBO FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT %x\n\n\n", status);break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: LOGI("\n\n\nFLIPBOOM : FBO FRAMEBUFFER_INCOMPLETE_DIMENSIONS %x\n\n\n", status);break;
case GL_FRAMEBUFFER_UNSUPPORTED: LOGI("\n\n\nFLIPBOOM : FBO GL_FRAMEBUFFER_UNSUPPORTED %x\n\n\n", status);break;
default : LOGI("\n\n\nFLIPBOOM : failed to make complete framebuffer object %x\n\n\n", status);
}
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我也试过渲染到2D纹理而不是渲染缓冲......也没用.
那么,有没有办法解决这个问题?我在这里弄错了吗?如果有人有任何想法,请知道....花了太多时间查找这个问题......呵呵;)
提前致谢 !
干杯!
好吧,我已经设法使模板缓冲区工作,但FBO只是不工作.我认为Android不完全支持OpenGL ES 2.0(在这里使用r5b).我认为方法存根是定义的,但没有完全实现.或者创建的GlSurfaceView无法与FBO正确链接.
至于模板缓冲区,我必须这样做
glEnable(GL_DEPTH_TEST);
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并删除glDepthMask的使用,以使它们正常工作.
@Zennichimaro,对于模板缓冲区的使用!
初始化期间:
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glEnable(GL_DEPTH_TEST);
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渲染期间:
glViewport(0, 0, GetViewWidth(), GetViewHeight());
checkGlError("glViewport");
if (_firstRenderDone == false)
{
glClearDepthf( 0.9f );
glDepthMask( GL_TRUE );
glClear( GL_DEPTH_BUFFER_BIT );
glDepthMask( GL_FALSE );
_firstRenderDone = true;
}
glClearColor(M_channelToFloat(_backgroundColor.r),
M_channelToFloat(_backgroundColor.g),
M_channelToFloat(_backgroundColor.b),
M_channelToFloat(_backgroundColor.a));
checkGlError("glClearColor");
glClearStencil( 0 );
checkGlError("glClearStencil");
glClear( GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
checkGlError("glClear");
_stencilLayer = 1;
//use our custom shaders
if( _program )
{
glUseProgram(_program);
if( transformMatrix3x3 != NULL )
{
glUniformMatrix3fv( _uniforms[OGL_UNIFORM_TRANSFORM], 1, false, transformMatrix3x3 );
}
// reset the shading.
glUniform1f( _uniforms[ OGL_UNIFORM_SHADE ], 0.0f );
}
//Do the actual drawing (Triangle Slip)
if( object )
{
_isRender = true;
object->OglDraw(this);
_isRender = false;
}
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当我需要使用模板时,我根据需要使用以下方法:
void GlEs2Renderer::StencilStartMask()
{
if (!USE_STENCIL) //For debugging purpose
return;
glEnable(GL_STENCIL_TEST);
//Turn off writing to the Color Buffer and Depth Buffer
//We want to draw to the Stencil Buffer only
glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
//Set 1 into the stencil buffer
glStencilFunc( GL_ALWAYS, NewStencilLayer(), 0xFFFFFFFF );
glStencilOp( GL_ZERO, GL_ZERO, GL_REPLACE );
}
void GlEs2Renderer::StencilUseMask()
{
if (!USE_STENCIL) //For debugging purpose
return;
//Turn back on Color Buffer and Depth Buffer
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
//Only write to the Stencil Buffer where 1 is set
glStencilFunc( GL_EQUAL, StencilLayer(), 0xFFFFFFFF);
//Keep the content of the Stencil Buffer
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
}
void GlEs2Renderer::StencilOverlayMask()
{
if (!USE_STENCIL) //For debugging purpose
return;
//Turn back on Color Buffer and Depth Buffer
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
glDepthMask(true);
//Only write to the Stencil Buffer where 1 is set
glStencilFunc( GL_EQUAL, StencilLayer(), 0xFFFFFFFF);
//Keep the content of the Stencil Buffer and increase when z passed
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
}
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最后,我使用双通道技术在模板内绘制...这是一个示例:
glVertexAttribPointer(OGL_ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, _triangles);
glEnableVertexAttribArray(OGL_ATTRIB_VERTEX);
glVertexAttribPointer(OGL_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, 1, 0, _colors);
glEnableVertexAttribArray(OGL_ATTRIB_COLOR);
glContext->StencilStartMask();
glDrawArrays(GL_TRIANGLE_STRIP, 0, _nPoints);
glContext->StencilUseMask();;
glDrawArrays(GL_TRIANGLE_STRIP, 0, _nPoints);
glContext->StencilEndMask();
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我的代码相当复杂,因此很难只发布与模板相关的内容,但我希望它会有所帮助;)
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