首页
学习
活动
专区
圈层
工具
发布
社区首页 >问答首页 >在安卓设备上使用GL_LUMINANCE和GL_FLOAT的OpenGL ES 2

在安卓设备上使用GL_LUMINANCE和GL_FLOAT的OpenGL ES 2
EN

Stack Overflow用户
提问于 2017-06-17 23:22:56
回答 0查看 913关注 0票数 0

使用Android Studio,我的代码将一个浮点数组呈现为传递给GLSL的纹理,每个纹理元素一个浮点,范围在0到1之间,就像灰度纹理一样。为此,我使用GL_LUMINANCE作为internalFormat,对glTexImage2D使用format,对类型使用GL_FLOAT。在安卓设备模拟器上运行该应用程序运行正常(使用我个人电脑的图形处理器),但在调用glTexImage2D的真实设备(三星Galaxy S7)上显示错误1282,GL_INVALID_OPERATION。我认为这可能是两个纹理的非幂的问题,但宽度和高度肯定是两个的幂。

代码使用Jos Stam fluid simulation C code (用NDK编译,没有移植),它输出网格的密度值。

mSizeN是流体模拟栅格的宽度(与高度相同),尽管fluid sim为边界条件向其添加了2,因此返回的数组的宽度为mSizeN + 2;在本例中为128。

坐标系设置为正交投影,屏幕左上角为0.0,右下角为1.0,1.0。我只是绘制了一个全屏四边形,并使用GLSL中穿过该四边形的插值位置作为包含密度值的数组的纹理坐标。这是一个很好的简单的渲染方式。

这是渲染器类。

代码语言:javascript
复制
public class GLFluidsimRenderer implements GLWallpaperService.Renderer {

    private final String TAG = "GLFluidsimRenderer";

    private FluidSolver mFluidSolver = new FluidSolver();

    private float[] mProjectionMatrix = new float[16];

    private final FloatBuffer mFullScreenQuadVertices;

    private Context mActivityContext;

    private int mProgramHandle;
    private int mProjectionMatrixHandle;
    private int mDensityArrayHandle;
    private int mPositionHandle;
    private int mGridSizeHandle;

    private final int mBytesPerFloat = 4;
    private final int mStrideBytes = 3 * mBytesPerFloat;
    private final int mPositionOffset = 0;
    private final int mPositionDataSize = 3;

    private int mDensityTexId;

    public static int mSizeN = 126;

    public GLFluidsimRenderer(final Context activityContext) {
        mActivityContext = activityContext;

        final float[] fullScreenQuadVerticesData = {
                0.0f, 0.0f, 0.0f,
                0.0f, 1.0f, 0.0f,
                1.0f, 0.0f, 0.0f,
                1.0f, 1.0f, 0.0f,
        };

        mFullScreenQuadVertices = ByteBuffer.allocateDirect(fullScreenQuadVerticesData.length * mBytesPerFloat)
                .order(ByteOrder.nativeOrder()).asFloatBuffer();
        mFullScreenQuadVertices.put(fullScreenQuadVerticesData).position(0);
    }

    public void onTouchEvent(MotionEvent event) {

    }

    @Override
    public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
        GLES20.glDisable(GLES20.GL_DEPTH_TEST);
        GLES20.glClearColor(0.5f, 0.5f, 0.5f, 0.5f);

        String vertShader = AssetReader.getStringAsset(mActivityContext, "fluidVertShader");
        String fragShader = AssetReader.getStringAsset(mActivityContext, "fluidFragDensityShader");

        final int vertexShaderHandle = ShaderHelper.compileShader(GLES20.GL_VERTEX_SHADER, vertShader);
        final int fragmentShaderHandle = ShaderHelper.compileShader(GLES20.GL_FRAGMENT_SHADER, fragShader);

        mProgramHandle = ShaderHelper.createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle,
                new String[] {"a_Position"});

        mDensityTexId = TextureHelper.loadTextureLumF(mActivityContext, null, mSizeN + 2, mSizeN + 2);
    }


    @Override
    public void onSurfaceChanged(GL10 glUnused, int width, int height) {
        mFluidSolver.init(width, height, mSizeN);

        GLES20.glViewport(0, 0, width, height);
        Matrix.setIdentityM(mProjectionMatrix, 0);
        Matrix.orthoM(mProjectionMatrix, 0, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f);
    }

    @Override
    public void onDrawFrame(GL10 glUnused) {
        GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);

        GLES20.glUseProgram(mProgramHandle);

        mFluidSolver.step();

        TextureHelper.updateTextureLumF(mFluidSolver.get_density(), mDensityTexId, mSizeN + 2, mSizeN + 2);

        mProjectionMatrixHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_ProjectionMatrix");
        mDensityArrayHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_aDensity");
        mGridSizeHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_GridSize");
        mPositionHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_Position");

        double start = System.nanoTime();
        drawQuad(mFullScreenQuadVertices);
        double end = System.nanoTime();
    }

    private void drawQuad(final FloatBuffer aQuadBuffer) {
        // Pass in the position information
        aQuadBuffer.position(mPositionOffset);
        GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false,
                mStrideBytes, aQuadBuffer);
        GLES20.glEnableVertexAttribArray(mPositionHandle);

        // Attach density array to texture unit 0
        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mDensityTexId);
        GLES20.glUniform1i(mDensityArrayHandle, 0);

        // Pass in the actual size of the grid.
        GLES20.glUniform1i(mGridSizeHandle, mSizeN + 2);

        GLES20.glUniformMatrix4fv(mProjectionMatrixHandle, 1, false, mProjectionMatrix, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
    }
}

下面是纹理辅助函数。

代码语言:javascript
复制
public static int loadTextureLumF(final Context context, final float[] data, final int width, final int height) {
    final int[] textureHandle = new int[1];

    GLES20.glGenTextures(1, textureHandle, 0);

    if (textureHandle[0] != 0) {
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);

        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);

        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

        GLES20.glPixelStorei(GLES20.GL_UNPACK_ALIGNMENT, 1);
        GLES20.glPixelStorei(GLES20.GL_PACK_ALIGNMENT, 1);

        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE,
                (int) width, (int) height, 0, GLES20.GL_LUMINANCE, GLES20.GL_FLOAT,
                (data != null ? FloatBuffer.wrap(data) : null));
    }

    if (textureHandle[0] == 0)
        throw new RuntimeException("Error loading texture.");

    return textureHandle[0];
}

public static void updateTextureLumF(final float[] data, final int texId, final int w, final int h) {
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
    GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, (int)w, (int)h, GLES20.GL_LUMINANCE, GLES20.GL_FLOAT, (data != null ? FloatBuffer.wrap(data) : null));
}

片段着色器。

代码语言:javascript
复制
precision mediump float;

uniform sampler2D u_aDensity;
uniform int u_GridSize;

varying vec4 v_Color;
varying vec4 v_Position;

void main()
{
    gl_FragColor = texture2D(u_aDensity, vec2(v_Position.x, v_Position.y));
}

OpenGL ES 2中是否不支持GL_FLOAT和GL_LUMINANCE的组合?

android emulator图片。

编辑:补充一句,当使用glTexImage2D (etc)传输每个浮点值时,每个浮点值都会减少到一个8位整数分量,这样大部分浮点精度就会丢失,这样说对吗?在这种情况下,最好重新考虑模拟器的实现,以输出固定点。这很容易做到,Stam甚至在他的论文中描述了这一点。

EN

回答

页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/44606234

复制
相关文章

相似问题

领券
问题归档专栏文章快讯文章归档关键词归档开发者手册归档开发者手册 Section 归档