在我發佈的某款Android遊戲中,有一個長期問題,其中某些用戶在GLSurfaceView
中看不到任何呈現遊戲玩法的地方。我從來沒有能夠在我自己的任何測試設備上重現這個問題,所以調試起來非常困難。使用OpenGL ES 2.0的GLSurfaceView顯示某些用戶的空白屏幕
最近我能夠與其中一位報告該錯誤的用戶合作,以便將其隔離爲相當小的代碼子集。不幸的是,在這一點上,它與基本教程示例並沒有太大的區別,所以我對可能出錯的東西感到有些不知所措。
下面的代碼應該在屏幕中心繪製一個白色正方形。它可以在我的測試設備上正常工作,但對於此用戶而言失敗(並且大概也有許多其他用戶向我報告過相同的錯誤)。
我已經嘗試了幾個不同的測試。背景顏色的變化對用戶是可見的,所以這不是所有GL呼叫的全部故障。此外,當我插入額外的調用glCheckError我從來沒有記錄任何非零返回。
有沒有人有任何想法或建議?
public class MainActivity extends Activity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
GLSurfaceView view = (GLSurfaceView) findViewById(R.id.gl);
view.setEGLContextClientVersion(2);
view.setRenderer(new GLRenderer());
view.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
view.requestRender();
}
private static class GLRenderer implements GLSurfaceView.Renderer {
public static final float SCALE = 480f;
private float ratio;
private int mProgram;
private int mPositionHandle;
private int mColorHandle;
private int mMVPMatrixHandle;
private final float[] mVMatrix = new float[16]; // View matrix
private final float[] mPMatrix = new float[16]; // Projection matrix
private final float[] mVPMatrix = new float[16]; // V * P
private final float[] mMMatrix = new float[16]; // Object transformation matrix (position/rotation)
private final float[] mMVPMatrix = new float[16]; // VP * M
private final float[] foregroundColor = {1f, 1f, 1f, 1f};
private final float[] backgroundColor = {0f, 0f, 0f, 1f};
private static final int COORDS_PER_VERTEX = 3;
private static final int VERTEX_STRIDE = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
private final float[] points = {
-20, -20, 0,
-20, 20, 0,
20, -20, 0,
20, 20, 0
};
private final short[] drawOrder = {
0, 1, 2, 3
};
private final FloatBuffer vertexBuffer = buildFloatBuffer(points);
private final ShortBuffer drawListBuffer = buildShortBuffer(drawOrder);
private static FloatBuffer buildFloatBuffer(float[] array) {
FloatBuffer buffer = ByteBuffer.allocateDirect(
// (# of coordinate values * 4 bytes per float)
array.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(array)
;
buffer.position(0);
return buffer;
}
private static ShortBuffer buildShortBuffer(short[] array) {
ShortBuffer buffer = ByteBuffer.allocateDirect(
// (# of coordinate values * 2 bytes per short)
array.length * 2)
.order(ByteOrder.nativeOrder())
.asShortBuffer()
.put(array)
;
buffer.position(0);
return buffer;
}
private static final String vertexShaderCode =
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = uMVPMatrix * vPosition;" +
"}";
private static final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private static int loadShader(int type, String shaderCode){
// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);
// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
GLES20.glClearColor(backgroundColor[0], backgroundColor[1], backgroundColor[2], backgroundColor[3]);
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);
GLES20.glUseProgram(mProgram);
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
ratio = 1f * width/height;
GLES20.glViewport(0, 0, width, height);
Matrix.frustumM(mPMatrix, 0, -ratio * SCALE/2, ratio * SCALE/2, -SCALE/2, SCALE/2, 3, 7);
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0, 0, 0, 0, -1, 0);
Matrix.multiplyMM(mVPMatrix, 0, mPMatrix, 0, mVMatrix, 0);
}
@Override
public void onDrawFrame(GL10 gl) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glUniform4fv(mColorHandle, 1, foregroundColor, 0);
draw(0, 0, 0);
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
private void draw(float x, float y, float a) {
Matrix.setIdentityM(mMMatrix, 0);
Matrix.translateM(mMMatrix, 0, x, y, 0);
Matrix.rotateM(mMMatrix, 0, a, 0, 0, 1);
Matrix.multiplyMM(mMVPMatrix, 0, mVPMatrix, 0, mMMatrix, 0);
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false, VERTEX_STRIDE,
vertexBuffer);
GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP,
drawListBuffer.capacity(), GLES20.GL_UNSIGNED_SHORT,
drawListBuffer);
}
}
}
我編輯了這個問題來解決點2和3,我也認爲在發佈這個問題後測試。至於驅動程序問題,我實際上沒有任何直接訪問驅動程序信息的權限,但假設Google Play商店正確地過濾了所有內容,則我的所有用戶的設備都應具有OpenGL ES 2.0支持。 – Brucelet
它可能是一個endianness(字節順序)的問題。驅動程序的字節順序可能與設備的字節順序不同。這不應該發生,但它值得檢查。嘗試將緩衝區設置爲LITTE_ENDIAN或BIG_ENDIAN。 – Swifter
沒有endianness運氣,但我確實搞清楚了!看到我發佈的答案。 – Brucelet