OpenGL ES2アプリケーションでレンダリングされたものをレンダリングバッファまたはフレームバッファでglClearを呼び出さないで保存しようとしています。Android GL ES2バッファの問題:文字化けしたデータ
これは物理的なヌークカラーでうまくいきました。しかし、物理的なNexus One(アンドロイド2.3.6を走らせる)で走っているとき、私は最初のレンダリングの後でバッファの内容が文字化けしている問題を取り上げています。説明のために、下の画面は、Nexus OneとNook Colorでどのように同じコードがどのように見えるかを示しています。このコードは、com.example.android.apis.graphics.GLES20TriangleRenderer(レベル8のサンプルソースコードセット)とほぼ同じです。コードは、基本的には中央に矩形を回転させる
public void onDrawFrame(GL10 glUnused) {
// Ignore the passed-in GL10 interface, and use the GLES20
// class's static methods instead.
//GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT);// | GLES20.GL_COLOR_BUFFER_BIT);
:
/*
* Copyright (C) 2009 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.android.apis.graphics;
import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.opengl.Matrix;
import android.os.SystemClock;
import android.util.Log;
import com.example.android.apis.R;
class GLES20TriangleRenderer implements GLSurfaceView.Renderer {
public GLES20TriangleRenderer(Context context) {
mContext = context;
mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
* FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
mTriangleVertices.put(mTriangleVerticesData).position(0);
}
public void onDrawFrame(GL10 glUnused) {
// Ignore the passed-in GL10 interface, and use the GLES20
// class's static methods instead.
GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glUseProgram(mProgram);
checkGlError("glUseProgram");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maPosition");
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
GLES20.glEnableVertexAttribArray(maPositionHandle);
checkGlError("glEnableVertexAttribArray maPositionHandle");
GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maTextureHandle");
GLES20.glEnableVertexAttribArray(maTextureHandle);
checkGlError("glEnableVertexAttribArray maTextureHandle");
long time = SystemClock.uptimeMillis() % 4000L;
float angle = 0.090f * ((int) time);
Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f);
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
checkGlError("glDrawArrays");
}
public void onSurfaceChanged(GL10 glUnused, int width, int height) {
// Ignore the passed-in GL10 interface, and use the GLES20
// class's static methods instead.
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width/height;
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
// Ignore the passed-in GL10 interface, and use the GLES20
// class's static methods instead.
mProgram = createProgram(mVertexShader, mFragmentShader);
if (mProgram == 0) {
return;
}
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
checkGlError("glGetAttribLocation aPosition");
if (maPositionHandle == -1) {
throw new RuntimeException("Could not get attrib location for aPosition");
}
maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
checkGlError("glGetAttribLocation aTextureCoord");
if (maTextureHandle == -1) {
throw new RuntimeException("Could not get attrib location for aTextureCoord");
}
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
checkGlError("glGetUniformLocation uMVPMatrix");
if (muMVPMatrixHandle == -1) {
throw new RuntimeException("Could not get attrib location for uMVPMatrix");
}
/*
* Create our texture. This has to be done each time the
* surface is created.
*/
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
mTextureID = textures[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_REPEAT);
InputStream is = mContext.getResources()
.openRawResource(R.raw.robot);
Bitmap bitmap;
try {
bitmap = BitmapFactory.decodeStream(is);
} finally {
try {
is.close();
} catch(IOException e) {
// Ignore.
}
}
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
}
private int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
if (shader != 0) {
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e(TAG, "Could not compile shader " + shaderType + ":");
Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
private int createProgram(String vertexSource, String fragmentSource) {
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
if (vertexShader == 0) {
return 0;
}
int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
if (pixelShader == 0) {
return 0;
}
int program = GLES20.glCreateProgram();
if (program != 0) {
GLES20.glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
GLES20.glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
GLES20.glLinkProgram(program);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
Log.e(TAG, "Could not link program: ");
Log.e(TAG, GLES20.glGetProgramInfoLog(program));
GLES20.glDeleteProgram(program);
program = 0;
}
}
return program;
}
private void checkGlError(String op) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
Log.e(TAG, op + ": glError " + error);
throw new RuntimeException(op + ": glError " + error);
}
}
private static final int FLOAT_SIZE_BYTES = 4;
private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
private final float[] mTriangleVerticesData = {
// X, Y, Z, U, V
-1.0f, -0.5f, 0, -0.5f, 0.0f,
1.0f, -0.5f, 0, 1.5f, -0.0f,
0.0f, 1.11803399f, 0, 0.5f, 1.61803399f };
private FloatBuffer mTriangleVertices;
private final String mVertexShader =
"uniform mat4 uMVPMatrix;\n" +
"attribute vec4 aPosition;\n" +
"attribute vec2 aTextureCoord;\n" +
"varying vec2 vTextureCoord;\n" +
"void main() {\n" +
" gl_Position = uMVPMatrix * aPosition;\n" +
" vTextureCoord = aTextureCoord;\n" +
"}\n";
private final String mFragmentShader =
"precision mediump float;\n" +
"varying vec2 vTextureCoord;\n" +
"uniform sampler2D sTexture;\n" +
"void main() {\n" +
" gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
"}\n";
private float[] mMVPMatrix = new float[16];
private float[] mProjMatrix = new float[16];
private float[] mMMatrix = new float[16];
private float[] mVMatrix = new float[16];
private int mProgram;
private int mTextureID;
private int muMVPMatrixHandle;
private int maPositionHandle;
private int maTextureHandle;
private Context mContext;
private static String TAG = "GLES20TriangleRenderer";
}
違いは、次のようになるので、私はにglClearコールを除去することです。私はテクスチャのレンダリングにレンダリングを試みた後、レンダバッファのテクスチャをレンダリングして同じ結果に遭遇しました(レンダリングバッファは、GLES20.glDrawArraysの最初の呼び出しの後で、結果が悪いスクリーンショットとほとんど同じです。
私はES2を初めて使用しています。私は間違って何をしていますか?
バッド(Nexus Oneの上):http://www.putpix.com/b/files/2849/devicebad.png
グッド(ヌーク色の):http://www.putpix.com/b/files/2849/devicegood.png