在android Native code(ndk)中使用OpenGL ES 2.0 FrameBuffer (FBO)和



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++ 本机库中编写了很多 gl 代码,除了这个之外没有遇到任何问题。我似乎无法让它工作。

下面是用于创建帧缓冲的代码截图。完全性都很好,但屏幕仍然完全黑。这就像我正在创建的 fbo 并没有真正绑定到由应用程序的 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("nnnFLIPBOOM : FBO complete  GL_FRAMEBUFFER_COMPLETE %xnnn", status);break;
    case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: LOGI("nnnFLIPBOOM : FBO GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT  %xnnn", status);break;
    case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: LOGI("nnnFLIPBOOM : FBO FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT  %xnnn", status);break;
    case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: LOGI("nnnFLIPBOOM : FBO FRAMEBUFFER_INCOMPLETE_DIMENSIONS  %xnnn", status);break;
    case GL_FRAMEBUFFER_UNSUPPORTED: LOGI("nnnFLIPBOOM : FBO GL_FRAMEBUFFER_UNSUPPORTED  %xnnn", status);break;
    default : LOGI("nnnFLIPBOOM : failed to make complete framebuffer object %xnnn", status);
    }

我还尝试渲染为 2D 纹理而不是渲染缓冲区......也没用。

那么,有没有办法解决这个问题?我在这里弄错了什么吗?如果有人有任何想法,请告诉我....花了太多时间查找这个问题...呵呵;)

提前感谢!

干杯!


编辑:

好的,我已经设法使模板缓冲区工作,但 FBO 就是不工作。我认为 Android 并不完全支持 OpenGL ES 2.0(顺便说一句,在这里使用 r5b)。我认为方法存根已定义,但尚未完全实现。或者创建的GlSurfaceView无法与FBO正确链接。

至于模板缓冲区,我必须做

glEnable(GL_DEPTH_TEST);

并删除 glDepthMask 的使用,以便它们正常工作。

@

Zennichimaro,用于模板缓冲区的使用!

初始化期间:

glBindFramebuffer(GL_FRAMEBUFFER, 0);
glEnable(GL_DEPTH_TEST);

在渲染过程中:

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;
  }

当我需要使用模板时,我会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);
}

最后,我做双通道技术在模板内绘制......下面是一个例子:

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();

我的代码相当复杂,所以很难只发布与模板相关的内容,但我希望它能帮助;)

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