OpenGLES 1.1,带FrameBuffer/ColorBuffer/DepthBuffer,适用于带有NDK r



在阅读了NDK文档和我在OpenGLES上的所有书籍后,我碰壁了。我正试图将我的iOS OpenGLES设置复制到Android NDK R7及以上版本,主要是为了获得我之前在编码时忽略的深度缓冲区。

问题是,当我启用如下所示的颜色缓冲区时,我会丢失一些对象上的纹理,而当我将对象发送到背景中时,深度缓冲区不起作用。

我使用OGLES 1.1 FFP和NDK R7或以上

这是我的初始化代码:-

int32_t ES1Renderer::initRenderer() {
    EGLint lFormat, lNumConfigs, lErrorResult;
    EGLConfig lConfig;
    const EGLint lAttributes[] = {
        EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT,
        EGL_BLUE_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5,
        EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
        EGL_NONE
    };
    mDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
    if (mDisplay == EGL_NO_DISPLAY) goto ERROR;
    if (!eglInitialize(mDisplay, NULL, NULL)) goto ERROR;
    if(!eglChooseConfig(mDisplay, lAttributes, &lConfig, 1,
        &lNumConfigs) || (lNumConfigs <= 0)) goto ERROR;
    if (!eglGetConfigAttrib(mDisplay, lConfig,
        EGL_NATIVE_VISUAL_ID, &lFormat)) goto ERROR;
    ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0,
        lFormat);

    mSurface = eglCreateWindowSurface(mDisplay, lConfig,
        mApplication->window, NULL);
    if (mSurface == EGL_NO_SURFACE) goto ERROR;
    mContext = eglCreateContext(mDisplay, lConfig, EGL_NO_CONTEXT,
        NULL);
    if (mContext == EGL_NO_CONTEXT) goto ERROR;

    if (!eglMakeCurrent(mDisplay, mSurface, mSurface, mContext)
     || !eglQuerySurface(mDisplay, mSurface, EGL_WIDTH, &mWidth)
     || !eglQuerySurface(mDisplay, mSurface, EGL_HEIGHT, &mHeight)
     || (mWidth <= 0) || (mHeight <= 0)) goto ERROR;
    //Get the default FrameBuffer and bind it
    glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
    glGenRenderbuffersOES(1, &colorRenderbuffer);
    glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
    glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer);
    glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &mWidth);
    glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &mHeight);
    glGenRenderbuffersOES(1, &depthRenderbuffer);
    glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
    glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, mWidth, mHeight);
    glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);

    {
        const GLfloat           matAmbient[] = {1.0, 1.0, 1.0, 1.0};
        const GLfloat           matDiffuse[] = {1.0, 1.0, 1.0, 1.0};
        const GLfloat           lightShininess = 20.0;
        glEnable(GL_COLOR_MATERIAL);
        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient);
        glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse);
        glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess);
    }
    glViewport( 0, 0, mWidth, mHeight );
    glEnable   ( GL_DEPTH_TEST );
    glDepthFunc( GL_LEQUAL     );
    glDepthMask( GL_TRUE );
    glEnable   ( GL_CULL_FACE );
    glShadeModel( GL_SMOOTH );
    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
    glHint( GL_GENERATE_MIPMAP_HINT       , GL_NICEST );
    glHint( GL_LINE_SMOOTH_HINT           , GL_NICEST );
    glHint( GL_POINT_SMOOTH_HINT          , GL_NICEST );
    glHint( GL_FOG_HINT                   , GL_NICEST );
    glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
    glMatrixMode(GL_PROJECTION);
    glOrthof(-1.0,                  //LEFT
                    1.0,                   //RIGHT
                    -1.0 * mHeight / mWidth,  //BOTTOM
                    1.0 * mHeight / mWidth,   //TOP
                    -2.0,                  //NEAR
                    100.0);                //FAR
    glMatrixMode(GL_MODELVIEW);
}

这是我的渲染代码:

int32_t ES1Renderer::render() {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    /* 
    RENDERING GOES HERE THE REMOVED FOR EXAMPLE
    */
    glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
    if (eglSwapBuffers(mDisplay, mSurface) != EGL_TRUE) {
        return 0;
    }
    return 1;
}

在安卓NDK 7上的OGLES设置中,Sylvain Ratabouil(如果你想在NDK7上跟上进度,请查看他的书和页面)的指针后确定。我不需要生成和绑定缓冲区,因为它们是在设置EGL曲面时自动处理的。他建议添加以下内容:-

EGL_DEPTH_SIZE, 16, EGL_SURFACE_TYPE, EGL_WINDOW_BIT,

const EGLint lAttributes[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT,
        EGL_BLUE_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5,
        EGL_DEPTH_SIZE, 16, EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
        EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE };

这修复了我的深度缓冲区,请注意检查EGL状态,确保它得到支持。以下是我使用的完整设置实现:-

int32_t ES1Renderer::initialiseRenderer() {
    EGLint lFormat, lNumConfigs, lErrorResult;
    EGLConfig lConfig;
    const EGLint lAttributes[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT,
        EGL_BLUE_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5,
        EGL_DEPTH_SIZE, 16, EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
        EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE };
    mDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
    if (mDisplay == EGL_NO_DISPLAY)
        goto ERROR;
    if (!eglInitialize(mDisplay, NULL, NULL))
        goto ERROR;
    if (!eglChooseConfig(mDisplay, lAttributes, &lConfig, 1, &lNumConfigs)
        || (lNumConfigs <= 0))
    goto ERROR;
    if (!eglGetConfigAttrib(mDisplay, lConfig, EGL_NATIVE_VISUAL_ID, &lFormat))
    goto ERROR;
    ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat);
    mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window,
        NULL);
    if (mSurface == EGL_NO_SURFACE)
    goto ERROR;
    mContext = eglCreateContext(mDisplay, lConfig, EGL_NO_CONTEXT, NULL);
    if (mContext == EGL_NO_CONTEXT)
    goto ERROR;
    if (!eglMakeCurrent(mDisplay, mSurface, mSurface, mContext)
        || !eglQuerySurface(mDisplay, mSurface, EGL_WIDTH, &mWidth)
        || !eglQuerySurface(mDisplay, mSurface, EGL_HEIGHT, &mHeight)
        || (mWidth <= 0) || (mHeight <= 0))
    goto ERROR;
{
    const GLfloat matAmbient[] = { 1.0, 1.0, 1.0, 1.0 };
    const GLfloat matDiffuse[] = { 1.0, 1.0, 1.0, 1.0 };
    const GLfloat lightShininess = 20.0;
    glEnable( GL_COLOR_MATERIAL);
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient);
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse);
    glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess);
}
glLoadIdentity();
#ifdef ORTHOGANAL_PROJECTION
glViewport( 0, 0, mWidth, mHeight );
#endif
    glEnable   ( GL_DEPTH_TEST );
    glDepthFunc( GL_LEQUAL     );
    glDepthMask( GL_TRUE );
    glEnable   ( GL_CULL_FACE );
    //glShadeModel( GL_SMOOTH );
    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
    glHint( GL_GENERATE_MIPMAP_HINT       , GL_NICEST );
    glHint( GL_LINE_SMOOTH_HINT           , GL_NICEST );
    glHint( GL_POINT_SMOOTH_HINT          , GL_NICEST );
    glHint( GL_FOG_HINT                   , GL_NICEST );
    glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
    glMatrixMode(GL_PROJECTION);
    glEnable(GL_NORMALIZE);
    glEnable(GL_DEPTH_TEST);
    glDisable(GL_CULL_FACE);
    //glShadeModel(GL_FLAT);
    #ifdef ORTHOGANAL_PROJECTION
glOrthof(-1.0, //LEFT
        1.0, //RIGHT
        -1.0 * mHeight / mWidth, //BOTTOM
        1.0 * mHeight / mWidth, //TOP
        -2.0, //NEAR
        100.0); //FAR

    #else
{
    GLfloat mWidthf = mWidth;
    GLfloat mHeightf = mHeight;
    const GLfloat zNear = 0.1;
    const GLfloat zFar = 1000.0;
    const GLfloat fieldOfView = 60.0;
    GLfloat size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0);
    glFrustumf(-size, size, -size / (mWidthf / mHeightf),
            size / (mWidthf / mHeightf), zNear, zFar);
    glViewport(0, 0, mWidthf, mHeightf);
}
    #endif
    glMatrixMode(GL_MODELVIEW);
}

渲染代码与上面相同。

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