The attachment is my relevant code.
Requirement: There are a total of three layers of control layout, with the lowest layer being an ImageView, the middle layer being a GLSurfaceview (with a triangle drawn), and the top layer being a Button
Now I want the lowest level Imageview not to be obscured by the GLSurfaceview, so I need to set the GLSurfaceview to transparent so that I can see the lowest level Imageview. I see that to set transparency in GLSurfaceview, setZOrderOnTop (true) must be set in order to achieve transparency. But when I set setZOrderOnTop (true), the upper control Button will be blocked by the GLSurfaceview, causing the Button text to be unclear. I have found countless methods, but no matter what, I cannot achieve transparency and unobstructed at the same time. I really don't know what to do, please help me, thank you very much!
This is the demo where the Button is obstructed
//xml
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<ImageView
android:layout_width="match_parent"
android:layout_height="match_parent"
android:src="@mipmap/ic_launcher" />
<RelativeLayout
android:id="@+id/rl_GLSurfaceview"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:layout_centerHorizontal="true"/>
<Button
android:layout_centerInParent="true"
android:layout_width="200dp"
android:layout_height="wrap_content"
android:background="@color/black"
android:onClick="onButtonTest"
android:text="按钮"
android:textColor="@color/white" />
</RelativeLayout>
//GLSurfaceView Draw Code
glSurfaceView = new GLSurfaceView(this);
glSurfaceView.setEGLContextClientVersion(2);
glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
glSurfaceView.getHolder().setFormat(PixelFormat.TRANSLUCENT);
glSurfaceView.setBackgroundColor(android.graphics.Color.TRANSPARENT);
glSurfaceView.setZOrderOnTop(true);
glSurfaceView.setRenderer(new MyGLRenderer());
FrameLayout.LayoutParams params1 = new FrameLayout.LayoutParams(
ViewGroup.LayoutParams.MATCH_PARENT, ViewGroup.LayoutParams.MATCH_PARENT);
RelativeLayout rlCameraARStakeout = (RelativeLayout) findViewById(R.id.rl_GLSurfaceview);
rlCameraARStakeout.removeAllViews();
rlCameraARStakeout.addView(glSurfaceView, params1);
//MyGLRenderer code
package com.example.opengloverlylayer;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
public class MyGLRenderer implements GLSurfaceView.Renderer {
private FloatBuffer vertexBuffer;
private final int COORDS_PER_VERTEX = 3;
private float[] triangleCoords = {
0.0f, 0.5f, 0.0f, // 顶点0
-0.5f, -0.5f, 0.0f, // 顶点1
0.5f, -0.5f, 0.0f // 顶点2
};
private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
private final int vertexStride = COORDS_PER_VERTEX * 4; // 每个顶点四个字节
private int program;
private int positionHandle;
private int colorHandle;
private final String vertexShaderCode =
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = vPosition;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
@Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
ByteBuffer bb = ByteBuffer.allocateDirect(triangleCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(triangleCoords);
vertexBuffer.position(0);
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
program = GLES20.glCreateProgram();
GLES20.glAttachShader(program, vertexShader);
GLES20.glAttachShader(program, fragmentShader);
GLES20.glLinkProgram(program);
}
@Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}
@Override
public void onDrawFrame(GL10 unused) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
GLES20.glUseProgram(program);
positionHandle = GLES20.glGetAttribLocation(program, "vPosition");
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
colorHandle = GLES20.glGetUniformLocation(program, "vColor");
GLES20.glUniform4fv(colorHandle, 1, new float[]{1.0f, 0.0f, 0.0f, 0.7f}, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
GLES20.glDisableVertexAttribArray(positionHandle);
}
private int loadShader(int type, String shaderCode) {
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
}
`