在进行AR云渲染项目的开发中,使用framebuffer对图片进行处理,但是处理出来的图片已经变形了,经定位查询,是因为设置的viewport跟创建的缓存texture的width,height不匹配造成的,所以大家后续注意使用。
纹理创建,并把这个纹理绑定到framebuffer GL_COLOR_ATTACHMENT0上。
private void createTexture() {
if (mImageTextureIDs != null && mImageTextureIDs[0] != 0) {
GLES32.glDeleteTextures(1, mImageTextureIDs, 0);
}
mImageTextureIDs = new int[1];
GLES32.glGenTextures(1, mImageTextureIDs, 0);
GLES32.glBindTexture(GLES32.GL_TEXTURE_2D, mImageTextureIDs[0]);
ShaderUtil.checkGlError(TAG, "plane render attachment 1!");
GLES32.glTexStorage2D(GLES32.GL_TEXTURE_2D, 1, GLES32.GL_RGBA8, mWidth, mHeight);
GLES32.glTexSubImage2D(GLES32.GL_TEXTURE_2D, 0, 0, 0, mWidth, mHeight, GLES32.GL_RGBA, GLES32.GL_UNSIGNED_BYTE, null);
ShaderUtil.checkGlError(TAG, "plane render attachment 2!");
GLES32.glTexParameteri(GLES32.GL_TEXTURE_2D, GLES32.GL_TEXTURE_WRAP_S, GLES32.GL_CLAMP_TO_EDGE);
GLES32.glTexParameteri(GLES32.GL_TEXTURE_2D, GLES32.GL_TEXTURE_WRAP_T, GLES32.GL_CLAMP_TO_EDGE);
GLES32.glTexParameteri(GLES32.GL_TEXTURE_2D, GLES32.GL_TEXTURE_MIN_FILTER, GLES32.GL_NEAREST);
GLES32.glTexParameteri(GLES32.GL_TEXTURE_2D, GLES32.GL_TEXTURE_MAG_FILTER, GLES32.GL_NEAREST);
ShaderUtil.checkGlError(TAG, "plane render attachment 3!");
GLES32.glBindTexture(GLES32.GL_TEXTURE_2D, 0);
}
渲染是要注意设置viewport跟texture的width,height保持一致。
private void onDrawFrameUseFb() {
GLES32.glViewport(0, 0, mWidth, mHeight);
GLES32.glBindFramebuffer(GLES32.GL_FRAMEBUFFER, mFrameBufferID);
// Start by clearing the alpha channel of the color buffer to 1.0.
GLES32.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
//GLES32.glColorMask(false, false, false, true);
GLES32.glClear(GLES32.GL_COLOR_BUFFER_BIT | GLES32.GL_DEPTH_BUFFER_BIT);
//GLES32.glColorMask(true, true, true, true);
//你的逻辑代码
//还原回屏幕的大小
GLES32.glViewport(0, 0, mViewWidth, mViewHeight);
ShaderUtil.checkGlError(TAG, "Cleaning up after drawing planes");
}