OpenGL ES Stencil Buffer无法在特定设备上运行

时间:2014-02-06 23:14:11

标签: android opengl-es stencil-buffer

我正在使用OpenGL ES 2.0,并使用Stencil Buffer。下面是我制作的简单Stencil Buffer Demo的代码。 Stenciling只能在一台设备上正常工作。

设备如下:

Android 4.2.2,PowerVR SGX 544MP(GPU),Allwinner A10平板电脑。 (模板缓冲器在此设备上完美运行)

Android 4.1.2,Adreno 225(GPU),Galaxy S III手机。 (模板缓冲区不起作用,有些闪烁着模板的鬼影很少。

Android 4.2.2,Mali-400MP(GPU),Rockchip rk30sdk平板电脑。 (在初始测试中,模板缓冲区无法正常工作,经过多次更改后,它现在似乎正在运行,状态值得怀疑。此时修复了操作模板缓冲区的具体更改)

同样最新.APK给出了上述结果。

来自'Play Store'的应用程序'OpenGL 3D Showcase'在所有三个设备上运行,'showcase'#18'Stencil Buffer Shadows'[OGL 1.1]完美地运行,没有错误消息。源代码随应用程序提供,并且已经过审核,无法使用。

以下是我的模板代码:

public void onDrawFrame(GL10 glUnused) {
    // Clear the rendering surface.
     glClear( GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );

    multiplyMM(viewProjectionMatrix, 0, projectionMatrix, 0, viewMatrix, 0);

    invertM(invertedViewProjectionMatrix, 0, viewProjectionMatrix, 0);

    //Start using the stencil
    glEnable( GL_STENCIL_TEST );
    //Disable rendering to the color buffer
    glColorMask( false, false, false, false );


   //Place a 1 where rendered
   glStencilFunc( GL_ALWAYS, 1, 1 );

   //Replace where rendered
   glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE );

   glDisable(GL_DEPTH_TEST); 

   glStencilMask(0xFF);//value used when writing to stencil buffer      

    // draw stencil triangle
    rotateObjectInScene(0.0f, 0.0f, 0.0f);//x,y,z Object is rottated one full rotation ever 3 seconds within
    colorProgram.useProgram();
    colorProgram.setUniforms(modelViewProjectionMatrix, 0f, 0f, 1f);
    DemoTriangleStencilObj.bindData(colorProgram);
    DemoTriangleStencilObj.draw();

    //Reenable color
    glColorMask( true, true, true, true );
    //Where a 1 was not rendered
    glStencilFunc( GL_EQUAL, 1, 1 );//GL_EQUAL GL_NOTEQUAL
    //Keep the pixel
    glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );

    glStencilMask(0x00);//disable writing to stencil buffer by setting value used to 0.

    positionObjectInScene1(0.0f, 0.0f, 0.0f);//leave image/object fixed in center of screen
    textureProgram1.useProgram();
    textureProgram1.setUniforms(modelViewProjectionMatrix, texture_opengl);
    openglImageDemoObj.bindData(textureProgram1);
    openglImagerectanDemoObj.draw();

    //Finished using stencil
    glDisable( GL_STENCIL_TEST );

}

初​​始化:

public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

}

public void onSurfaceChanged(GL10 glUnused, int width, int height) {
    // Set the OpenGL viewport to fill the entire surface.
    glViewport(0, 0, width, height);

    // Landscape
    orthoM(projectionMatrix, 0, -1, 1, -1f, 1f, -1f, 20f);

    setLookAtM(viewMatrix, 0, 0f, 2.0f, 0.1f, 0.0f, 0f, 0f, 0f, 1f, 0f);

}

INIT2:

已经尝试了所有评论过的'setEGLConfigChooser'调用。

protected void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    //Remove title bar
    this.requestWindowFeature(Window.FEATURE_NO_TITLE);
    //Remove notification bar
    this.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
    //setContentView(R.layout.activity_fist_open_glproject_aactivity);
    glSurfaceView = new GLSurfaceView(this);
    final TheSurfaceRenderer theSurfaceRenderer = new TheSurfaceRenderer(this);

    this.getApplicationContext();
    final ActivityManager activityManager =
            (ActivityManager) getSystemService(Context.ACTIVITY_SERVICE);
    final ConfigurationInfo configurationInfo =
            activityManager.getDeviceConfigurationInfo();
    //final boolean supportsEs2 = false;//configurationInfo.reqGlEsVersion >= 0x20000;
    final boolean supportsEs2 = configurationInfo.reqGlEsVersion >= 0x20000;

    if (supportsEs2) {
        // Request an OpenGL ES 2.0 compatible context.
        glSurfaceView.setEGLContextClientVersion(2);

        //glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);//when use emulator, may be needed.
        glSurfaceView.setEGLConfigChooser(new MultiSampleConfigChooser());
        //glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 8);
        //glSurfaceView.setEGLConfigChooser(5,6,5,0,24,8);
        //glSurfaceView.setEGLConfigChooser(5,6,5,0,16,8);
        //glSurfaceView.setEGLConfigChooser(5,6,5,8,16,8);

        // Assign our renderer.
        //glSurfaceView.setRenderer(new AirHockeyRenderer(this));
        glSurfaceView.setRenderer(theSurfaceRenderer);
        rendererSet = true;
        //Toast.makeText(this, "Renderer started", Toast.LENGTH_LONG).show();
    } else {
        Toast.makeText(this, "This device does not support OpenGL ES 2.0.",
        Toast.LENGTH_LONG).show();
        return;
    }

    setContentView(glSurfaceView);
}

跟踪问题的想法是什么?在其他地方,我可能会得到帮助吗?(如果需要,可以联系MFG / Android / Google让我到任何地方吗?)

1 个答案:

答案 0 :(得分:1)

在您提供的代码中,设置glStencilMask(0xFF),然后执行glStencilMask(0x00)。 OpenGL是一个状态机,所以无论你上次设置的是当前值 - 即使你清除了。默认的模板掩码值为255,因此您的glClear适用于第一帧。但在那之后,模板掩码为0(因为你这样设置),因此模板缓冲区不会被清除。在功能的顶部执行此操作:

public void onDrawFrame(GL10 glUnused) {
    // Clear the rendering surface.
    glStencilMask(0xFF);
    glClear( GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
    ...
}

glStencilMask函数设置写掩码 - 清除是一种写操作,因此通常应该在清除时将所有模板位设置为可写。