【发布时间】:2017-11-13 20:35:19
【问题描述】:
我目前正在尝试使用 Android Studio 让 FBO 在我的游戏中工作。
我已经成功地设置了一个 FBO 并为其绘制了一个填充的白色矩形 (64x64px)。
但是当我尝试将 FBO 的颜色缓冲区渲染到屏幕上时, 出现随机噪声和奇怪的图像。
我既不知道为什么我的纯色矩形没有出现也不知道为什么
有一张 Whatsapp 聊天的个人资料图片,但并非如此。
这就是我初始化我的 FrameBuffer 对象的方式:
private void initFrameBuffer() {
int[] temp = new int[1];
//Create a texture object and bind it. This will be the color buffer.
glGenTextures(1, temp, 0);
colorTexture = temp[0];
glBindTexture(GL_TEXTURE_2D, colorTexture);
//Set parameters. We're probably using non-power-of-two (NPOT) dimensions,
//so some values may not be available for use!
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Create a texture storage:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
//Create framebuffer object and bind it.
glGenBuffers(1, temp, 0);
frameBufferID = temp[0];
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferID);
//Create a depth buffer and bind it.
glGenRenderbuffers(1, temp, 0);
depthBuffer = temp[0];
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
//Allocate storage for the depth buffer.
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
//Attach the depth buffer and the texture (color buffer) to the framebuffer object.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, colorTexture, 0);
//Check if GL ES is happy with all this ... :)
int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
throw new RuntimeException("Framebuffer not complete! StatusID: " + status);
}
//Switch back to the default framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
我是如何画整个风景的:
@Override
public void draw() {
GLES20.glBindFramebuffer(GL_FRAMEBUFFER, frameBufferObject.getID());
Graphics.setColor(new Color(255, 255, 255));
Graphics.fillRect(0, 0, 64, 64);
GLES20.glBindFramebuffer(GL_FRAMEBUFFER, 0);
Graphics.drawFrameBuffer(frameBufferObject, 0, 0, frameBufferObject.getWidth(), frameBufferObject.getHeight());
}
最后但同样重要的是,这是我使用简单着色器程序将 FBO 的颜色缓冲区绘制到屏幕的方式:
public static void drawFrameBuffer(FrameBufferObject frameBufferObject, int x, int y, int w, int h) {
ImageMesh mesh = new ImageMesh(generateMesh(x, y, w, h));
imageShader.start();
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, frameBufferObject.getColorTexture());
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
//Enable generic vertex attribute array
GLES20.glEnableVertexAttribArray(imageShader.positionHandle);
//Prepare triangle coordinate data
GLES20.glVertexAttribPointer(imageShader.positionHandle, 3, GLES20.GL_FLOAT, false, 0, mesh.baseMesh.vertexBuffer);
//Enable generic vertex attribute array
GLES20.glEnableVertexAttribArray(imageShader.texCoordLocation);
//Prepare the textureCoordinates
GLES20.glVertexAttribPointer(imageShader.texCoordLocation, 2, GLES20.GL_FLOAT, false, 0, mesh.uvBuffer);
//Apply the projection and view transformation
GLES20.glUniformMatrix4fv(imageShader.mtrxHandle, 1, false, Renderer.getUMVPMatrix(), 0);
//Set the sampler texture unit to 0
GLES20.glUniform1i(imageShader.samplerLoc, 0);
//Draw the triangles
GLES20.glDrawElements(GLES20.GL_TRIANGLES, mesh.baseMesh.indices.length, GLES20.GL_UNSIGNED_SHORT, mesh.baseMesh.drawListBuffer);
//Disable vertex arrays
GLES20.glDisableVertexAttribArray(imageShader.positionHandle);
GLES20.glDisableVertexAttribArray(imageShader.texCoordLocation);
//Unbind the texture
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
imageShader.stop();
}
我使用的 Android API 级别是 22。 此外,我创建的 FBO 完全适合屏幕尺寸, 即 720x1280 像素。
这个问题浪费了我一整天的时间, 而且我不知道是什么导致了这个问题!
我非常感谢任何形式的帮助!
【问题讨论】:
标签: java android opengl-es fbo