OpenGL ES 2.0 - iOS - 使用 FBO 渲染到纹理
OpenGL ES 2.0 - iOS - Render to texture using FBO
基于教程:
"http://www.raywenderlich.com/4404/opengl-es-2-0-for-iphone-tutorial-part-2-textures"
和这本书 "Open GL ES 2.0 Programming Guide"
我正在尝试将场景渲染到 FBO 纹理,然后在显示器上渲染该 FBO 纹理 window。
我不知道为什么,但我有一个白屏..
编辑 1:白屏是由于在渲染循环中绑定了深度缓冲区。现在的问题是在 FBO 纹理中渲染的立方体没有在屏幕上渲染。
编辑 2:更新了代码并添加了着色器文件
这是我的代码:
OpenGLView.h :
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
@interface OpenGLView : UIView {
CAEAGLLayer* _eaglLayer;
EAGLContext* _context;
GLuint _viewFrameBuffer;
GLuint _colorRenderBuffer;
GLuint _depthRenderBuffer;
float _cubeCurrentRotation;
GLuint _cubeTexture;
GLuint _cubeVertexBuffer;
GLuint _cubeIndexBuffer;
GLuint _viewportSizedQuadVertexBuffer;
GLuint _viewportSizedQuadIndexBuffer;
GLuint _FBO;
GLuint _FBOTexture;
GLuint _FBODepthBuffer;
// shaders
// simple shader
GLuint _simpleShaderProgram;
GLuint _simpleVertexShader;
GLuint _simpleFragmentShader;
GLuint _positionSlot;
GLuint _colorSlot;
GLuint _projectionUniform;
GLuint _modelViewUniform;
GLuint _texCoordSlot;
GLuint _textureUniform;
// texture shader
GLuint _textureShaderProgram;
GLuint _textureVertexShader;
GLuint _texturePositionSlot;
GLuint _textureColorSlot;
GLuint _textureTexCoordSlot;
GLuint _textureTextureUniform;
}
@end
OpenGLView.m :
//
// OpenGLView.m
// HelloOpenGL
//
// Created by Ray Wenderlich on 5/24/11.
// Copyright 2011 __MyCompanyName__. All rights reserved.
//
#import "OpenGLView.h"
#import "CC3GLMatrix.h"
@implementation OpenGLView
typedef struct {
float Position[3];
float Color[4];
float TexCoord[2];
} Vertex;
#define TEX_COORD_MAX 1
const Vertex cubeVertices[] = {
// Front
{{1, -1, 0}, {1, 0, 0, 1}, {TEX_COORD_MAX, 0}},
{{1, 1, 0}, {0, 1, 0, 1}, {TEX_COORD_MAX, TEX_COORD_MAX}},
{{-1, 1, 0}, {0, 0, 1, 1}, {0, TEX_COORD_MAX}},
{{-1, -1, 0}, {0, 0, 0, 1}, {0, 0}},
// Back
{{1, 1, -2}, {1, 0, 0, 1}, {TEX_COORD_MAX, 0}},
{{-1, -1, -2}, {0, 1, 0, 1}, {TEX_COORD_MAX, TEX_COORD_MAX}},
{{1, -1, -2}, {0, 0, 1, 1}, {0, TEX_COORD_MAX}},
{{-1, 1, -2}, {0, 0, 0, 1}, {0, 0}},
// Left
{{-1, -1, 0}, {1, 0, 0, 1}, {TEX_COORD_MAX, 0}},
{{-1, 1, 0}, {0, 1, 0, 1}, {TEX_COORD_MAX, TEX_COORD_MAX}},
{{-1, 1, -2}, {0, 0, 1, 1}, {0, TEX_COORD_MAX}},
{{-1, -1, -2}, {0, 0, 0, 1}, {0, 0}},
// Right
{{1, -1, -2}, {1, 0, 0, 1}, {TEX_COORD_MAX, 0}},
{{1, 1, -2}, {0, 1, 0, 1}, {TEX_COORD_MAX, TEX_COORD_MAX}},
{{1, 1, 0}, {0, 0, 1, 1}, {0, TEX_COORD_MAX}},
{{1, -1, 0}, {0, 0, 0, 1}, {0, 0}},
// Top
{{1, 1, 0}, {1, 0, 0, 1}, {TEX_COORD_MAX, 0}},
{{1, 1, -2}, {0, 1, 0, 1}, {TEX_COORD_MAX, TEX_COORD_MAX}},
{{-1, 1, -2}, {0, 0, 1, 1}, {0, TEX_COORD_MAX}},
{{-1, 1, 0}, {0, 0, 0, 1}, {0, 0}},
// Bottom
{{1, -1, -2}, {1, 0, 0, 1}, {TEX_COORD_MAX, 0}},
{{1, -1, 0}, {0, 1, 0, 1}, {TEX_COORD_MAX, TEX_COORD_MAX}},
{{-1, -1, 0}, {0, 0, 1, 1}, {0, TEX_COORD_MAX}},
{{-1, -1, -2}, {0, 0, 0, 1}, {0, 0}}
};
const GLubyte cubeIndices[] = {
// Front
0, 1, 2,
2, 3, 0,
// Back
4, 5, 6,
6, 7, 4,
// Left
8, 9, 10,
10, 11, 8,
// Right
12, 13, 14,
14, 15, 12,
// Top
16, 17, 18,
18, 19, 16,
// Bottom
20, 21, 22,
22, 23, 20
};
const Vertex viewPortQuadVertices[] = {
{{1, -1, 0}, {1, 1, 1, 1}, {TEX_COORD_MAX, 0}},
{{1, 1, 0}, {1, 1, 1, 1}, {TEX_COORD_MAX, TEX_COORD_MAX}},
{{-1, 1, 0}, {1, 1, 1, 1}, {0, TEX_COORD_MAX}},
{{-1, -1, 0}, {1, 1, 1, 1}, {0, 0}}
};
const GLubyte viewPortQuadIndices[] = {
0, 1, 2,
2, 3, 0,
};
+ (Class)layerClass {
return [CAEAGLLayer class];
}
- (void)dealloc {
[_context release];
_context = nil;
[super dealloc];
}
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
[self setupLayer];
[self setupContext];
[self setupDepthBuffer];
[self setupRenderBuffer];
[self setupFrameBuffer];
[self setupFBOs];
[self compileShaders];
[self setupVBOs];
[self setupDisplayLink];
_cubeTexture = [self setupTexture:@"tile_floor.png"];
}
return self;
}
- (void)setupDisplayLink {
CADisplayLink* displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(render:)];
[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
- (void)setupLayer {
_eaglLayer = (CAEAGLLayer*) self.layer;
_eaglLayer.opaque = YES;
}
- (void)setupContext {
EAGLRenderingAPI api = kEAGLRenderingAPIOpenGLES2;
_context = [[EAGLContext alloc] initWithAPI:api];
if (!_context) {
NSLog(@"Failed to initialize OpenGLES 2.0 context");
exit(1);
}
if (![EAGLContext setCurrentContext:_context]) {
NSLog(@"Failed to set current OpenGL context");
exit(1);
}
}
- (void)setupRenderBuffer {
glGenRenderbuffers(1, &_colorRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderBuffer);
[_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:_eaglLayer];
}
- (void)setupDepthBuffer {
glGenRenderbuffers(1, &_depthRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _depthRenderBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, self.frame.size.width, self.frame.size.height);
}
- (void)setupFrameBuffer {
glGenFramebuffers(1, &_viewFrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, _viewFrameBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorRenderBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer);
}
-(void)setupFBOs {
GLint maxRenderBufferSize;
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &maxRenderBufferSize);
GLuint textureWidth = self.frame.size.width;
GLuint textureHeight = self.frame.size.height;
if(maxRenderBufferSize <= textureWidth
|| maxRenderBufferSize <= textureHeight) {
NSLog(@"FBO cant allocate that much space");
}
glGenFramebuffers(1, &_FBO);
glGenRenderbuffers(1, &_FBODepthBuffer);
glGenTextures(1, &_FBOTexture);
glBindTexture(GL_TEXTURE_2D, _FBOTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureWidth, textureHeight,
0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindRenderbuffer(GL_RENDERBUFFER, _FBODepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, textureWidth, textureHeight);
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _FBOTexture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _FBODepthBuffer);
GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"FBO is not complete :%u", status);
}
}
- (GLuint)compileShader:(NSString*)shaderName withType:(GLenum)shaderType {
NSString* shaderPath = [[NSBundle mainBundle] pathForResource:shaderName ofType:@"glsl"];
NSError* error;
NSString* shaderString = [NSString stringWithContentsOfFile:shaderPath encoding:NSUTF8StringEncoding error:&error];
if (!shaderString) {
NSLog(@"Error loading shader: %@", error.localizedDescription);
exit(1);
}
GLuint shaderHandle = glCreateShader(shaderType);
const char * shaderStringUTF8 = [shaderString UTF8String];
int shaderStringLength = [shaderString length];
glShaderSource(shaderHandle, 1, &shaderStringUTF8, &shaderStringLength);
glCompileShader(shaderHandle);
GLint compileSuccess;
glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &compileSuccess);
if (compileSuccess == GL_FALSE) {
GLchar messages[256];
glGetShaderInfoLog(shaderHandle, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"%@", messageString);
exit(1);
}
return shaderHandle;
}
- (void)compileShaders {
_simpleVertexShader = [self compileShader:@"SimpleVertex" withType:GL_VERTEX_SHADER];
_simpleFragmentShader = [self compileShader:@"SimpleFragment" withType:GL_FRAGMENT_SHADER];
_textureVertexShader = [self compileShader:@"TextureVertex" withType:GL_VERTEX_SHADER];
_simpleShaderProgram = glCreateProgram();
glAttachShader(_simpleShaderProgram, _simpleVertexShader);
glAttachShader(_simpleShaderProgram, _simpleFragmentShader);
glLinkProgram(_simpleShaderProgram);
GLint linkSuccess;
glGetProgramiv(_simpleShaderProgram, GL_LINK_STATUS, &linkSuccess);
if (linkSuccess == GL_FALSE) {
GLchar messages[256];
glGetProgramInfoLog(_simpleShaderProgram, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"%@", messageString);
exit(1);
}
glUseProgram(_simpleShaderProgram);
_positionSlot = glGetAttribLocation(_simpleShaderProgram, "Position");
_colorSlot = glGetAttribLocation(_simpleShaderProgram, "SourceColor");
glEnableVertexAttribArray(_positionSlot);
glEnableVertexAttribArray(_colorSlot);
_projectionUniform = glGetUniformLocation(_simpleShaderProgram, "Projection");
_modelViewUniform = glGetUniformLocation(_simpleShaderProgram, "Modelview");
_texCoordSlot = glGetAttribLocation(_simpleShaderProgram, "TexCoordIn");
glEnableVertexAttribArray(_texCoordSlot);
_textureUniform = glGetUniformLocation(_simpleShaderProgram, "Texture");
// Texture shader
_textureShaderProgram = glCreateProgram();
glAttachShader(_textureShaderProgram, _textureVertexShader);
glAttachShader(_textureShaderProgram, _simpleFragmentShader);
glLinkProgram(_textureShaderProgram);
glGetProgramiv(_textureShaderProgram, GL_LINK_STATUS, &linkSuccess);
if (linkSuccess == GL_FALSE) {
GLchar messages[256];
glGetProgramInfoLog(_textureShaderProgram, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"%@", messageString);
exit(1);
}
glUseProgram(_textureShaderProgram);
_texturePositionSlot = glGetAttribLocation(_textureShaderProgram, "texPosition");
_textureColorSlot = glGetAttribLocation(_textureShaderProgram, "texSourceColor");
glEnableVertexAttribArray(_texturePositionSlot);
glEnableVertexAttribArray(_textureColorSlot);
_textureTexCoordSlot = glGetAttribLocation(_textureShaderProgram, "texTexCoordIn");
glEnableVertexAttribArray(_textureTexCoordSlot);
_textureTextureUniform = glGetUniformLocation(_textureShaderProgram, "Texture");
}
- (void)setupVBOs {
glGenBuffers(1, &_cubeVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _cubeVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices, GL_STATIC_DRAW);
glGenBuffers(1, &_cubeIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _cubeIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cubeIndices), cubeIndices, GL_STATIC_DRAW);
glGenBuffers(1, &_viewportSizedQuadVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _viewportSizedQuadVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(viewPortQuadVertices), viewPortQuadVertices, GL_STATIC_DRAW);
glGenBuffers(1, &_viewportSizedQuadIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _viewportSizedQuadIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(viewPortQuadIndices), viewPortQuadIndices, GL_STATIC_DRAW);
}
- (GLuint)setupTexture:(NSString *)fileName {
CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
if (!spriteImage) {
NSLog(@"Failed to load image %@", fileName);
exit(1);
}
size_t width = CGImageGetWidth(spriteImage);
size_t height = CGImageGetHeight(spriteImage);
GLubyte * spriteData = (GLubyte *) calloc(width*height*4, sizeof(GLubyte));
CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4, CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
CGContextDrawImage(spriteContext, CGRectMake(0, 0, width, height), spriteImage);
CGContextRelease(spriteContext);
GLuint texName;
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
free(spriteData);
return texName;
}
- (void)render:(CADisplayLink*)displayLink {
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
//glBindRenderbuffer(GL_RENDERBUFFER, _FBODepthBuffer);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glClearColor(255.0/255.0, 255.0/255.0, 255.0/255.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, self.frame.size.width, self.frame.size.height);
glUseProgram(_simpleShaderProgram);
// Cube draw in FBO
CC3GLMatrix *projection = [CC3GLMatrix matrix];
float h = 4.0f * self.frame.size.height / self.frame.size.width;
[projection populateFromFrustumLeft:-2 andRight:2 andBottom:-h/2 andTop:h/2 andNear:4 andFar:1000];
glUniformMatrix4fv(_projectionUniform, 1, 0, projection.glMatrix);
CC3GLMatrix *modelView = [CC3GLMatrix matrix];
[modelView populateFromTranslation:CC3VectorMake(sin(CACurrentMediaTime()), 0, -7)];
_cubeCurrentRotation += displayLink.duration * 90;
[modelView rotateBy:CC3VectorMake(_cubeCurrentRotation, _cubeCurrentRotation, 0)];
glUniformMatrix4fv(_modelViewUniform, 1, 0, modelView.glMatrix);
glBindBuffer(GL_ARRAY_BUFFER, _cubeVertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _cubeIndexBuffer);
glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 3));
glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 7));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _cubeTexture);
glUniform1i(_textureUniform, 0);
glDrawElements(GL_TRIANGLES, sizeof(cubeIndices)/sizeof(cubeIndices[0]), GL_UNSIGNED_BYTE, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// ---------------------------------------------------------------
// FBO -> window
glBindFramebuffer(GL_FRAMEBUFFER, _viewFrameBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderBuffer);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glClearColor(0.0/255.0, 0.0/255.0, 0.0/255.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, self.frame.size.width, self.frame.size.height);
glUseProgram(_textureShaderProgram);
glBindBuffer(GL_ARRAY_BUFFER, _viewportSizedQuadVertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _viewportSizedQuadIndexBuffer);
glVertexAttribPointer(_texturePositionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(_textureColorSlot, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 3));
glVertexAttribPointer(_textureTexCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 7));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _FBOTexture);
glUniform1i(_textureTextureUniform, 0);
glDrawElements(GL_TRIANGLES, sizeof(viewPortQuadIndices)/sizeof(viewPortQuadIndices[0]), GL_UNSIGNED_BYTE, 0);
[_context presentRenderbuffer:GL_RENDERBUFFER];
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
@end
SimpleVertex.glsl :
attribute vec4 Position;
attribute vec4 SourceColor;
varying vec4 DestinationColor;
uniform mat4 Projection;
uniform mat4 Modelview;
attribute vec2 TexCoordIn;
varying vec2 TexCoordOut;
void main(void) {
DestinationColor = SourceColor;
gl_Position = Projection * Modelview * Position;
TexCoordOut = TexCoordIn;
}
TextureVertex.glsl :
attribute vec4 texPosition;
attribute vec4 texSourceColor;
varying vec4 DestinationColor;
attribute vec2 texTexCoordIn;
varying vec2 TexCoordOut;
void main(void) {
DestinationColor = texSourceColor;
gl_Position = texPosition;
TexCoordOut = texTexCoordIn;
}
SimpleFragment.glsl :
varying lowp vec4 DestinationColor;
varying lowp vec2 TexCoordOut;
uniform sampler2D Texture;
void main(void) {
gl_FragColor = DestinationColor * texture2D(Texture, TexCoordOut);
}
好的,我通过更正视口而不是在渲染循环中绑定深度缓冲区解决了这个问题,感谢@FelixK!
基于教程:
"http://www.raywenderlich.com/4404/opengl-es-2-0-for-iphone-tutorial-part-2-textures"
和这本书 "Open GL ES 2.0 Programming Guide"
我正在尝试将场景渲染到 FBO 纹理,然后在显示器上渲染该 FBO 纹理 window。
我不知道为什么,但我有一个白屏..
编辑 1:白屏是由于在渲染循环中绑定了深度缓冲区。现在的问题是在 FBO 纹理中渲染的立方体没有在屏幕上渲染。
编辑 2:更新了代码并添加了着色器文件
这是我的代码:
OpenGLView.h :
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
@interface OpenGLView : UIView {
CAEAGLLayer* _eaglLayer;
EAGLContext* _context;
GLuint _viewFrameBuffer;
GLuint _colorRenderBuffer;
GLuint _depthRenderBuffer;
float _cubeCurrentRotation;
GLuint _cubeTexture;
GLuint _cubeVertexBuffer;
GLuint _cubeIndexBuffer;
GLuint _viewportSizedQuadVertexBuffer;
GLuint _viewportSizedQuadIndexBuffer;
GLuint _FBO;
GLuint _FBOTexture;
GLuint _FBODepthBuffer;
// shaders
// simple shader
GLuint _simpleShaderProgram;
GLuint _simpleVertexShader;
GLuint _simpleFragmentShader;
GLuint _positionSlot;
GLuint _colorSlot;
GLuint _projectionUniform;
GLuint _modelViewUniform;
GLuint _texCoordSlot;
GLuint _textureUniform;
// texture shader
GLuint _textureShaderProgram;
GLuint _textureVertexShader;
GLuint _texturePositionSlot;
GLuint _textureColorSlot;
GLuint _textureTexCoordSlot;
GLuint _textureTextureUniform;
}
@end
OpenGLView.m :
//
// OpenGLView.m
// HelloOpenGL
//
// Created by Ray Wenderlich on 5/24/11.
// Copyright 2011 __MyCompanyName__. All rights reserved.
//
#import "OpenGLView.h"
#import "CC3GLMatrix.h"
@implementation OpenGLView
typedef struct {
float Position[3];
float Color[4];
float TexCoord[2];
} Vertex;
#define TEX_COORD_MAX 1
const Vertex cubeVertices[] = {
// Front
{{1, -1, 0}, {1, 0, 0, 1}, {TEX_COORD_MAX, 0}},
{{1, 1, 0}, {0, 1, 0, 1}, {TEX_COORD_MAX, TEX_COORD_MAX}},
{{-1, 1, 0}, {0, 0, 1, 1}, {0, TEX_COORD_MAX}},
{{-1, -1, 0}, {0, 0, 0, 1}, {0, 0}},
// Back
{{1, 1, -2}, {1, 0, 0, 1}, {TEX_COORD_MAX, 0}},
{{-1, -1, -2}, {0, 1, 0, 1}, {TEX_COORD_MAX, TEX_COORD_MAX}},
{{1, -1, -2}, {0, 0, 1, 1}, {0, TEX_COORD_MAX}},
{{-1, 1, -2}, {0, 0, 0, 1}, {0, 0}},
// Left
{{-1, -1, 0}, {1, 0, 0, 1}, {TEX_COORD_MAX, 0}},
{{-1, 1, 0}, {0, 1, 0, 1}, {TEX_COORD_MAX, TEX_COORD_MAX}},
{{-1, 1, -2}, {0, 0, 1, 1}, {0, TEX_COORD_MAX}},
{{-1, -1, -2}, {0, 0, 0, 1}, {0, 0}},
// Right
{{1, -1, -2}, {1, 0, 0, 1}, {TEX_COORD_MAX, 0}},
{{1, 1, -2}, {0, 1, 0, 1}, {TEX_COORD_MAX, TEX_COORD_MAX}},
{{1, 1, 0}, {0, 0, 1, 1}, {0, TEX_COORD_MAX}},
{{1, -1, 0}, {0, 0, 0, 1}, {0, 0}},
// Top
{{1, 1, 0}, {1, 0, 0, 1}, {TEX_COORD_MAX, 0}},
{{1, 1, -2}, {0, 1, 0, 1}, {TEX_COORD_MAX, TEX_COORD_MAX}},
{{-1, 1, -2}, {0, 0, 1, 1}, {0, TEX_COORD_MAX}},
{{-1, 1, 0}, {0, 0, 0, 1}, {0, 0}},
// Bottom
{{1, -1, -2}, {1, 0, 0, 1}, {TEX_COORD_MAX, 0}},
{{1, -1, 0}, {0, 1, 0, 1}, {TEX_COORD_MAX, TEX_COORD_MAX}},
{{-1, -1, 0}, {0, 0, 1, 1}, {0, TEX_COORD_MAX}},
{{-1, -1, -2}, {0, 0, 0, 1}, {0, 0}}
};
const GLubyte cubeIndices[] = {
// Front
0, 1, 2,
2, 3, 0,
// Back
4, 5, 6,
6, 7, 4,
// Left
8, 9, 10,
10, 11, 8,
// Right
12, 13, 14,
14, 15, 12,
// Top
16, 17, 18,
18, 19, 16,
// Bottom
20, 21, 22,
22, 23, 20
};
const Vertex viewPortQuadVertices[] = {
{{1, -1, 0}, {1, 1, 1, 1}, {TEX_COORD_MAX, 0}},
{{1, 1, 0}, {1, 1, 1, 1}, {TEX_COORD_MAX, TEX_COORD_MAX}},
{{-1, 1, 0}, {1, 1, 1, 1}, {0, TEX_COORD_MAX}},
{{-1, -1, 0}, {1, 1, 1, 1}, {0, 0}}
};
const GLubyte viewPortQuadIndices[] = {
0, 1, 2,
2, 3, 0,
};
+ (Class)layerClass {
return [CAEAGLLayer class];
}
- (void)dealloc {
[_context release];
_context = nil;
[super dealloc];
}
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
[self setupLayer];
[self setupContext];
[self setupDepthBuffer];
[self setupRenderBuffer];
[self setupFrameBuffer];
[self setupFBOs];
[self compileShaders];
[self setupVBOs];
[self setupDisplayLink];
_cubeTexture = [self setupTexture:@"tile_floor.png"];
}
return self;
}
- (void)setupDisplayLink {
CADisplayLink* displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(render:)];
[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
- (void)setupLayer {
_eaglLayer = (CAEAGLLayer*) self.layer;
_eaglLayer.opaque = YES;
}
- (void)setupContext {
EAGLRenderingAPI api = kEAGLRenderingAPIOpenGLES2;
_context = [[EAGLContext alloc] initWithAPI:api];
if (!_context) {
NSLog(@"Failed to initialize OpenGLES 2.0 context");
exit(1);
}
if (![EAGLContext setCurrentContext:_context]) {
NSLog(@"Failed to set current OpenGL context");
exit(1);
}
}
- (void)setupRenderBuffer {
glGenRenderbuffers(1, &_colorRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderBuffer);
[_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:_eaglLayer];
}
- (void)setupDepthBuffer {
glGenRenderbuffers(1, &_depthRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _depthRenderBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, self.frame.size.width, self.frame.size.height);
}
- (void)setupFrameBuffer {
glGenFramebuffers(1, &_viewFrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, _viewFrameBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorRenderBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer);
}
-(void)setupFBOs {
GLint maxRenderBufferSize;
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &maxRenderBufferSize);
GLuint textureWidth = self.frame.size.width;
GLuint textureHeight = self.frame.size.height;
if(maxRenderBufferSize <= textureWidth
|| maxRenderBufferSize <= textureHeight) {
NSLog(@"FBO cant allocate that much space");
}
glGenFramebuffers(1, &_FBO);
glGenRenderbuffers(1, &_FBODepthBuffer);
glGenTextures(1, &_FBOTexture);
glBindTexture(GL_TEXTURE_2D, _FBOTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureWidth, textureHeight,
0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindRenderbuffer(GL_RENDERBUFFER, _FBODepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, textureWidth, textureHeight);
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _FBOTexture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _FBODepthBuffer);
GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"FBO is not complete :%u", status);
}
}
- (GLuint)compileShader:(NSString*)shaderName withType:(GLenum)shaderType {
NSString* shaderPath = [[NSBundle mainBundle] pathForResource:shaderName ofType:@"glsl"];
NSError* error;
NSString* shaderString = [NSString stringWithContentsOfFile:shaderPath encoding:NSUTF8StringEncoding error:&error];
if (!shaderString) {
NSLog(@"Error loading shader: %@", error.localizedDescription);
exit(1);
}
GLuint shaderHandle = glCreateShader(shaderType);
const char * shaderStringUTF8 = [shaderString UTF8String];
int shaderStringLength = [shaderString length];
glShaderSource(shaderHandle, 1, &shaderStringUTF8, &shaderStringLength);
glCompileShader(shaderHandle);
GLint compileSuccess;
glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &compileSuccess);
if (compileSuccess == GL_FALSE) {
GLchar messages[256];
glGetShaderInfoLog(shaderHandle, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"%@", messageString);
exit(1);
}
return shaderHandle;
}
- (void)compileShaders {
_simpleVertexShader = [self compileShader:@"SimpleVertex" withType:GL_VERTEX_SHADER];
_simpleFragmentShader = [self compileShader:@"SimpleFragment" withType:GL_FRAGMENT_SHADER];
_textureVertexShader = [self compileShader:@"TextureVertex" withType:GL_VERTEX_SHADER];
_simpleShaderProgram = glCreateProgram();
glAttachShader(_simpleShaderProgram, _simpleVertexShader);
glAttachShader(_simpleShaderProgram, _simpleFragmentShader);
glLinkProgram(_simpleShaderProgram);
GLint linkSuccess;
glGetProgramiv(_simpleShaderProgram, GL_LINK_STATUS, &linkSuccess);
if (linkSuccess == GL_FALSE) {
GLchar messages[256];
glGetProgramInfoLog(_simpleShaderProgram, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"%@", messageString);
exit(1);
}
glUseProgram(_simpleShaderProgram);
_positionSlot = glGetAttribLocation(_simpleShaderProgram, "Position");
_colorSlot = glGetAttribLocation(_simpleShaderProgram, "SourceColor");
glEnableVertexAttribArray(_positionSlot);
glEnableVertexAttribArray(_colorSlot);
_projectionUniform = glGetUniformLocation(_simpleShaderProgram, "Projection");
_modelViewUniform = glGetUniformLocation(_simpleShaderProgram, "Modelview");
_texCoordSlot = glGetAttribLocation(_simpleShaderProgram, "TexCoordIn");
glEnableVertexAttribArray(_texCoordSlot);
_textureUniform = glGetUniformLocation(_simpleShaderProgram, "Texture");
// Texture shader
_textureShaderProgram = glCreateProgram();
glAttachShader(_textureShaderProgram, _textureVertexShader);
glAttachShader(_textureShaderProgram, _simpleFragmentShader);
glLinkProgram(_textureShaderProgram);
glGetProgramiv(_textureShaderProgram, GL_LINK_STATUS, &linkSuccess);
if (linkSuccess == GL_FALSE) {
GLchar messages[256];
glGetProgramInfoLog(_textureShaderProgram, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"%@", messageString);
exit(1);
}
glUseProgram(_textureShaderProgram);
_texturePositionSlot = glGetAttribLocation(_textureShaderProgram, "texPosition");
_textureColorSlot = glGetAttribLocation(_textureShaderProgram, "texSourceColor");
glEnableVertexAttribArray(_texturePositionSlot);
glEnableVertexAttribArray(_textureColorSlot);
_textureTexCoordSlot = glGetAttribLocation(_textureShaderProgram, "texTexCoordIn");
glEnableVertexAttribArray(_textureTexCoordSlot);
_textureTextureUniform = glGetUniformLocation(_textureShaderProgram, "Texture");
}
- (void)setupVBOs {
glGenBuffers(1, &_cubeVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _cubeVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices, GL_STATIC_DRAW);
glGenBuffers(1, &_cubeIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _cubeIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cubeIndices), cubeIndices, GL_STATIC_DRAW);
glGenBuffers(1, &_viewportSizedQuadVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _viewportSizedQuadVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(viewPortQuadVertices), viewPortQuadVertices, GL_STATIC_DRAW);
glGenBuffers(1, &_viewportSizedQuadIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _viewportSizedQuadIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(viewPortQuadIndices), viewPortQuadIndices, GL_STATIC_DRAW);
}
- (GLuint)setupTexture:(NSString *)fileName {
CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
if (!spriteImage) {
NSLog(@"Failed to load image %@", fileName);
exit(1);
}
size_t width = CGImageGetWidth(spriteImage);
size_t height = CGImageGetHeight(spriteImage);
GLubyte * spriteData = (GLubyte *) calloc(width*height*4, sizeof(GLubyte));
CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4, CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
CGContextDrawImage(spriteContext, CGRectMake(0, 0, width, height), spriteImage);
CGContextRelease(spriteContext);
GLuint texName;
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
free(spriteData);
return texName;
}
- (void)render:(CADisplayLink*)displayLink {
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
//glBindRenderbuffer(GL_RENDERBUFFER, _FBODepthBuffer);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glClearColor(255.0/255.0, 255.0/255.0, 255.0/255.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, self.frame.size.width, self.frame.size.height);
glUseProgram(_simpleShaderProgram);
// Cube draw in FBO
CC3GLMatrix *projection = [CC3GLMatrix matrix];
float h = 4.0f * self.frame.size.height / self.frame.size.width;
[projection populateFromFrustumLeft:-2 andRight:2 andBottom:-h/2 andTop:h/2 andNear:4 andFar:1000];
glUniformMatrix4fv(_projectionUniform, 1, 0, projection.glMatrix);
CC3GLMatrix *modelView = [CC3GLMatrix matrix];
[modelView populateFromTranslation:CC3VectorMake(sin(CACurrentMediaTime()), 0, -7)];
_cubeCurrentRotation += displayLink.duration * 90;
[modelView rotateBy:CC3VectorMake(_cubeCurrentRotation, _cubeCurrentRotation, 0)];
glUniformMatrix4fv(_modelViewUniform, 1, 0, modelView.glMatrix);
glBindBuffer(GL_ARRAY_BUFFER, _cubeVertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _cubeIndexBuffer);
glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 3));
glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 7));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _cubeTexture);
glUniform1i(_textureUniform, 0);
glDrawElements(GL_TRIANGLES, sizeof(cubeIndices)/sizeof(cubeIndices[0]), GL_UNSIGNED_BYTE, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// ---------------------------------------------------------------
// FBO -> window
glBindFramebuffer(GL_FRAMEBUFFER, _viewFrameBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderBuffer);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glClearColor(0.0/255.0, 0.0/255.0, 0.0/255.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, self.frame.size.width, self.frame.size.height);
glUseProgram(_textureShaderProgram);
glBindBuffer(GL_ARRAY_BUFFER, _viewportSizedQuadVertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _viewportSizedQuadIndexBuffer);
glVertexAttribPointer(_texturePositionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(_textureColorSlot, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 3));
glVertexAttribPointer(_textureTexCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 7));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _FBOTexture);
glUniform1i(_textureTextureUniform, 0);
glDrawElements(GL_TRIANGLES, sizeof(viewPortQuadIndices)/sizeof(viewPortQuadIndices[0]), GL_UNSIGNED_BYTE, 0);
[_context presentRenderbuffer:GL_RENDERBUFFER];
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
@end
SimpleVertex.glsl :
attribute vec4 Position;
attribute vec4 SourceColor;
varying vec4 DestinationColor;
uniform mat4 Projection;
uniform mat4 Modelview;
attribute vec2 TexCoordIn;
varying vec2 TexCoordOut;
void main(void) {
DestinationColor = SourceColor;
gl_Position = Projection * Modelview * Position;
TexCoordOut = TexCoordIn;
}
TextureVertex.glsl :
attribute vec4 texPosition;
attribute vec4 texSourceColor;
varying vec4 DestinationColor;
attribute vec2 texTexCoordIn;
varying vec2 TexCoordOut;
void main(void) {
DestinationColor = texSourceColor;
gl_Position = texPosition;
TexCoordOut = texTexCoordIn;
}
SimpleFragment.glsl :
varying lowp vec4 DestinationColor;
varying lowp vec2 TexCoordOut;
uniform sampler2D Texture;
void main(void) {
gl_FragColor = DestinationColor * texture2D(Texture, TexCoordOut);
}
好的,我通过更正视口而不是在渲染循环中绑定深度缓冲区解决了这个问题,感谢@FelixK!