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模板测试 深度测试

模板测试 深度测试

作者: 大旺旺的弟弟小旺旺 | 来源:发表于2021-06-25 08:16 被阅读0次

    模板测试

    主要代码

    GLES20.glEnable(GLES20.GL_STENCIL_TEST);
    GLES20.glStencilOp(GLES20.GL_KEEP, GLES20.GL_KEEP, GLES20.GL_REPLACE);
    //第一次绘制的像素的模版值 0+1 = 1
    GLES20.glStencilFunc(GLES20.GL_ALWAYS, 1, 0xEF);
    triangle.render();
    
    
    GLES20.glStencilFunc(GLES20.GL_NOTEQUAL, 0x1, 0xFF);
    //等于1 通过测试 ,就是上次绘制的图 的范围 才通过测试。
    GLES20.glStencilOp(GLES20.GL_KEEP, GLES20.GL_KEEP, GLES20.GL_KEEP);
    //没有通过测试的,保留原来的,也就是保留上一次的值。
    imageTexture1.render();
    //
    GLES20.glDisable(GLES20.GL_STENCIL_TEST);
    

    先绘制一个模板 在绘制一个需要绘制的纹理

    深度测试

    深度测试

    两个图片,一个图片旋转,不平行于xy轴。进行绘制,两个相交,在屏幕后面的不显示

    主要代码

    深度测试,所有需要使用两个物体来对比,他们最重要的区别是z的大小(深度),两个绘制图形的方法,在绘制之前加入下面的几行。

        @Override
        public void render() {
    //        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT|GLES20.GL_DEPTH_BUFFER_BIT);
            GLES20.glUseProgram(mProgram);
            GLES20.glEnable(GLES20.GL_DEPTH_TEST);
            GLES20.glDepthFunc(GLES20.GL_LESS);                       
            //绘制方法
              ……
            //绘制结束
            GLES20.glDisable(GLES20.GL_DEPTH_TEST);
        }
    

    两个分别绘制

        @Override
        public void render() {
            GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT|   
                            GLES20.GL_DEPTH_BUFFER_BIT);
            GLES20.glEnable(GLES20.GL_DEPTH_TEST);
            imageTexture.render();
            imageTexture1.render();
        }
    

    完整代码

    两个绘制类,他们的区别就是深度不同。

    package com.example.myapplication.learn.depthtest;
    
    import android.content.Context;
    import android.graphics.Bitmap;
    import android.graphics.BitmapFactory;
    import android.opengl.GLES20;
    import android.opengl.GLUtils;
    import android.opengl.Matrix;
    
    import com.example.myapplication.learn.shape.base.BaseGameScreen;
    
    import java.io.IOException;
    import java.nio.ByteBuffer;
    import java.nio.ByteOrder;
    import java.nio.FloatBuffer;
    
    public class Depth extends BaseGameScreen {
        private int mProgram;
        private int glHPosition;
        private int glHTexture;
        private int glHCoordinate;
        private int vMatrix;
        private Bitmap mBitmap;
        private FloatBuffer bPos;
        private FloatBuffer bCoord;
        //相机位置
        private float[] mViewMatrix=new float[16];
        //透视
        private float[] mProjectMatrix=new float[16];
        //变换矩阵
        private float[] mMVPMatrix=new float[16];
    
    
    
        private final float[] sPos={
                -1.0f,1.0f,
                -1.0f,-1.0f,
                1.0f,1.0f,
                1.0f,-1.0f
        };
        private float[] mModelMatrix = new float[16];
        private final float[] sCoord={
                0.0f,0.0f,
                0.0f,1.0f,
                1.0f,0.0f,
                1.0f,1.0f,
        };
        private String vertexShaderCode =
                "attribute vec4 vPosition;\n" +      //位置
                        "attribute vec2 vCoordinate;\n" +    // 纹理
                        "varying vec2 aCoordinate;\n" +
                        "uniform mat4 vMatrix;" +      //  传递纹理   片段着色器
                        "void main(){\n" +
                        "    gl_Position=vPosition * vMatrix;\n" +
                        "    aCoordinate=vCoordinate;\n" +
                        "}";
        private String fragmentShaderCode =
                "precision mediump float;\n" +
                        "uniform sampler2D vTexture;\n" +
                        "varying vec2 aCoordinate;\n" +
                        "void main(){\n" +
                        "    vec4 nColor=texture2D(vTexture,aCoordinate);\n"+
                        "    gl_FragColor=nColor;" +
                        "}";
    
    
        private Context context;
        public Depth(Context context){
            this.context = context;
            ByteBuffer bb=ByteBuffer.allocateDirect(sPos.length*4);
            bb.order(ByteOrder.nativeOrder());
            bPos=bb.asFloatBuffer();
            bPos.put(sPos);
            bPos.position(0);
            ByteBuffer cc=ByteBuffer.allocateDirect(sCoord.length*4);
            cc.order(ByteOrder.nativeOrder());
            bCoord=cc.asFloatBuffer();
            bCoord.put(sCoord);
            bCoord.position(0);
        }
    
    //    private int vChangeColor;
    
        public void preProgram(){
            int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER,vertexShaderCode);
            int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER,fragmentShaderCode);
            mProgram = GLES20.glCreateProgram();
            GLES20.glAttachShader(mProgram,vertexShader);
            GLES20.glAttachShader(mProgram,fragmentShader);
            GLES20.glLinkProgram(mProgram);
        }
    
        private int[] createTexture(){
            int[] texture=new int[1];
            if(mBitmap!=null&&!mBitmap.isRecycled()){
                //生成纹理
                GLES20.glGenTextures(1,texture,0);
                //生成纹理
                GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,texture[0]);
                //设置缩小过滤为使用纹理中坐标最接近的一个像素的颜色作为需要绘制的像素颜色
                GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_NEAREST);
                //设置放大过滤为使用纹理中坐标最接近的若干个颜色,通过加权平均算法得到需要绘制的像素颜色
                GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_LINEAR);
                //设置环绕方向S,截取纹理坐标到[1/2n,1-1/2n]。将导致永远不会与border融合
                GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,GLES20.GL_CLAMP_TO_EDGE);
                //设置环绕方向T,截取纹理坐标到[1/2n,1-1/2n]。将导致永远不会与border融合
                GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,GLES20.GL_CLAMP_TO_EDGE);
                //根据以上指定的参数,生成一个2D纹理
                GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, mBitmap, 0);
                return texture;
            }
            return null;
        }
    
        @Override
        public void render() {
    //        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT|GLES20.GL_DEPTH_BUFFER_BIT);
            GLES20.glUseProgram(mProgram);
            GLES20.glEnable(GLES20.GL_DEPTH_TEST);
            GLES20.glDepthFunc(GLES20.GL_LESS);
    //        GLES20.glUniform4fv(vChangeColor,1,new float[]{1,1,1,1},0);
    
            GLES20.glEnableVertexAttribArray(glHPosition);
            GLES20.glEnableVertexAttribArray(glHCoordinate);
            GLES20.glUniform1i(glHTexture, 0);
            int []texture = createTexture();
            GLES20.glVertexAttribPointer(glHPosition,2,GLES20.GL_FLOAT,false,0,bPos);
            GLES20.glVertexAttribPointer(glHCoordinate,2,GLES20.GL_FLOAT,false,0,bCoord);
            GLES20.glUniformMatrix4fv(vMatrix,1,false,mMVPMatrix,0);
            GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP,0,4);
            GLES20.glDisableVertexAttribArray(glHPosition);
            GLES20.glDisableVertexAttribArray(glHCoordinate);
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,0);
            if(mBitmap!=null&&!mBitmap.isRecycled()){
                GLES20.glDeleteTextures(1, texture, 0);
            }
            GLES20.glDisable(GLES20.GL_DEPTH_TEST);
        }
    
        @Override
        public void create() {
            GLES20.glClearColor(1.0f,1.0f,1.0f,1.0f);
            GLES20.glEnable(GLES20.GL_TEXTURE_2D);
            preProgram();
            glHPosition=GLES20.glGetAttribLocation(mProgram,"vPosition");
            glHCoordinate=GLES20.glGetAttribLocation(mProgram,"vCoordinate");
            glHTexture=GLES20.glGetUniformLocation(mProgram,"vTexture");
            vMatrix = GLES20.glGetUniformLocation(mProgram,"vMatrix");
            try {
                mBitmap= BitmapFactory.decodeStream(context.getAssets().open("texture/fengj.png"));
            } catch (IOException e) {
                e.printStackTrace();
            }
        }
    
        @Override
        public void surfaceChange(int width, int height) {
            GLES20.glViewport(0,0,width,height);
            float sWidthHeight=width/(float)height;
    //        Matrix.perspectiveM(mProjectMatrix,0,45,sWidthHeight,3,8);
    //        Matrix.orthoM(mProjectMatrix,0,,sWidthHeight,3,8);
            Matrix.orthoM(mProjectMatrix, 0, -1, 1, -1/sWidthHeight, 1/sWidthHeight,3, 7);
            //设置相机位置
    
            //正交无论怎样移动大小是不变的
            Matrix.setLookAtM(mViewMatrix,0,
                    0,0,7,0,0,0,
                    0,1,0);
    
            Matrix.setIdentityM(mModelMatrix, 0);
    
    //        rotation(2,0,0,1);
            transform(0,0,0);
    //        transform(1,0,0);
    
    //        Matrix.translateM(mModelMatrix,0,0,0,-5);
    //        Matrix.rotateM(mModelMatrix, 0, 80, 0.0f, 0f, 1.0f);
    //        Matrix.scaleM(mModelMatrix,0,0.5F,0.5F,0.5F);
        }
    
        public void transform(float x,float y,float z){
            mModelMatrix[3] = x;
            mModelMatrix[7] = y;
           mModelMatrix[11] = z;
            Matrix.multiplyMM(mMVPMatrix,0,mProjectMatrix,0,mModelMatrix,0);
            Matrix.multiplyMM(mMVPMatrix,0,mViewMatrix,0,mMVPMatrix,0);
        }
    
        public void rotation(float angle,float x,float y,float z){
    //
    //        if (x != 0) {
    //            mModelMatrix[5] *= (float) Math.cos(angle);
    //            mModelMatrix[6] *= -(float) Math.sin(angle);
    //            mModelMatrix[9] *= (float) Math.sin(angle);
    //            mModelMatrix[10] *= (float) Math.cos(angle);
    //        }
    //        if (y!=0){
    //            mModelMatrix[0] *= (float) Math.cos(angle);
    //            mModelMatrix[2] *= (float) Math.sin(angle);
    //            mModelMatrix[8] *= -(float) Math.sin(angle);
    //            mModelMatrix[10] *= (float) Math.cos(angle);
    //        }
    //        if (z!=0){
    //            mModelMatrix[0] *= (float) Math.cos(angle);
    //            mModelMatrix[1] *= -(float) Math.sin(angle);
    //            mModelMatrix[4] *= (float) Math.sin(angle);
    //            mModelMatrix[5] *= (float) Math.cos(angle);
    //        }
    
            Matrix.rotateM(mModelMatrix,0,angle,x,y,z);
        }
    
        public void scale(float x,float y){
            mModelMatrix[0] *= (float) Math.cos(x);
            mModelMatrix[5] *= (float) Math.cos(y);
        }
    
        @Override
        public void dispose() {
    
        }
    }
    

    这个类,对上面的图形类型矩阵变换。也就是绘制两次,通过矩阵变换,移动到不同的位置 。

    package com.example.myapplication.learn.depthtest;
    
    import android.content.Context;
    import android.opengl.GLES20;
    
    import com.example.myapplication.learn.shape.base.BaseGameScreen;
    
    /**
     * 深度测试:一般绘制立方体的时候需要使用
     *
     *
     */
    public class DepthTest extends BaseGameScreen {
        private Depth imageTexture;
        private Depth imageTexture1;
        public DepthTest(Context context){
            imageTexture = new Depth(context);
            imageTexture1 = new Depth(context);
        }
    
        @Override
        public void create() {
            imageTexture.create();
            imageTexture1.create();
        }
    
    //绘制两个图形
        @Override
        public void render() {     
           GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT
                            |GLES20.GL_DEPTH_BUFFER_BIT);
            GLES20.glEnable(GLES20.GL_DEPTH_TEST);
            imageTexture.render();
            imageTexture1.render();
        }
    
    //矩阵变换
    
        @Override
        public void surfaceChange(int width, int height) {
            imageTexture.surfaceChange(width,height);
            imageTexture1.surfaceChange(width,height);
            imageTexture1.rotation(60,1,0,0);
            imageTexture1.transform(0.3F,0.3F,0);
        }
    
        @Override
        public void dispose() {
            imageTexture.dispose();
        }
    }
    

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        本文标题:模板测试 深度测试

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