android清空frame,android – GLSurfaceView onDrawFrame清除行为
我使用GLSurfaceView遇到了不同的行為.
AFAIK是程序的責(zé)任,清除每幀的緩沖區(qū)(顏色和深度).這意味著如果我不清除緩沖區(qū),我會(huì)得到最后一幀的內(nèi)容(或者之前用于雙緩沖的內(nèi)容).
似乎無(wú)論在某些設(shè)備上是什么,緩沖區(qū)都被清除了.我在Addison Wesley OpenglES2.0編程指南中對(duì)一些具有不同結(jié)果的測(cè)試設(shè)備進(jìn)行了“Hello Triangle”程序的以下修改:
> Acer Iconia A500(4.0.3):未清除(預(yù)期行為)
> Sony XPERIA Go(4.0.4):已清除
> Galaxy S3(4.1.1):清除
> LG Optimus 4x HD(4.0.3):未清除
>三星Galaxy Tab 20.1(4.0.4):未清除
>摩托羅拉Xoom(3.2):未清除
> Galaxy S2(4.1.2 – rooted):清除
有沒(méi)有辦法強(qiáng)制在每個(gè)繪制回調(diào)中獲得一個(gè)未更改的緩沖區(qū)?
清除屏幕的設(shè)備的結(jié)果如下所示:
測(cè)試活動(dòng)如下所示:
package com.example.glcleartest;
import java.nio.Buffer;
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.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLSurfaceView.Renderer;
import android.os.Bundle;
import android.app.Activity;
import android.util.Log;
public class MainActivity extends Activity {
protected static final int NUM_VERTICES = 3;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
GLSurfaceView glview = (GLSurfaceView) findViewById(R.id.glview);
glview.setEGLConfigChooser(false);
glview.setEGLContextClientVersion(2);
glview.setRenderer(new Renderer() {
private int programObject;
private FloatBuffer vertexBuffer;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
init();
}
@Override
public void onDrawFrame(GL10 gl) {
float x = 0.1f*(float) Math.sin(System.currentTimeMillis()/1000.0);
float[] vVertices = new float[]{x, 0.5f, 0.0f,
x-0.5f, -0.5f, 0.0f,
x+0.5f, -0.5f, 0.0f};
vertexBuffer.rewind();
vertexBuffer.put(vVertices);
vertexBuffer.rewind();
// Use the program object
GLES20.glUseProgram(programObject);
int handle = GLES20.glGetUniformLocation(programObject, "uColor");
float r = (float) (0.5f+Math.sin(System.currentTimeMillis()/1000.0));
float g = (float) (0.5f+Math.sin(System.currentTimeMillis()/300.0));
GLES20.glUniform4f(handle, r, g,0,1);
// Load the vertex data
GLES20.glVertexAttribPointer(0, 3, GLES20.GL_FLOAT, false, 0, vertexBuffer);
GLES20.glEnableVertexAttribArray(0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
}
private void error(String s) {
Log.e("GLTEST", s);
}
private int loadShader(int shaderType, String source) {
if (shaderType != GLES20.GL_FRAGMENT_SHADER && shaderType != GLES20.GL_VERTEX_SHADER) {
throw new RuntimeException("Illegal shader type");
}
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) {
error("Could not compile shader :");
error(GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
throw new RuntimeException("Shader Syntax / compilation error");
}
}
return shader;
}
private void init() {
String vShaderStr = "attribute vec4 vPosition; \n" +
"void main() \n" + "{ \n" +
" gl_Position = vPosition; \n" +
"} \n";
String fShaderStr = "precision mediump float; \n" +
"uniform vec4 uColor;" +
"void main() \n" +
"{ \n" +
" gl_FragColor = uColor; \n" +
"} \n";
ByteBuffer vbb = ByteBuffer.allocateDirect(NUM_VERTICES*3*4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
int vertexShader;
int fragmentShader;
// Load the vertex/fragment shaders
vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vShaderStr);
fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fShaderStr);
// Create the program object
programObject = GLES20.glCreateProgram();
if (programObject == 0)
return;
GLES20.glAttachShader(programObject, vertexShader);
GLES20.glAttachShader(programObject, fragmentShader);
// Bind vPosition to attribute 0
GLES20.glBindAttribLocation(programObject, 0, "vPosition");
// Link the program
GLES20.glLinkProgram(programObject);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(programObject, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
error("Could not link program: ");
error(GLES20.glGetProgramInfoLog(programObject));
GLES20.glDeleteProgram(programObject);
programObject = 0;
}
}
});
}
}
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