设置渲染缓冲区宽度和高度(打开GL ES)

时间:2010-05-26 19:29:53

标签: iphone objective-c opengl-es

我目前遇到Open GL ES渲染缓冲区的问题,其背景和宽度都设置为15.有没有办法将它们设置为320和480的宽度? 我的项目是在Apple的EAGLView类和ES1Renderer上构建的,但我已将它从app委托转移到控制器。我还将CADisplayLink移到了它之外(我用这个时间戳来更新我的游戏逻辑)

非常感谢任何帮助。

我将glview添加到窗口中,如下所示:

   CGRect applicationFrame = [[UIScreen mainScreen] applicationFrame];
   [window addSubview:gameController.glview];
   [window makeKeyAndVisible];

我在其中合成控制器和glview。否则EAGLView和Renderer不会被修改。

渲染器初始化:

  // Get the layer
    CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;

    eaglLayer.opaque = TRUE;
    eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
                                    [NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];

    renderer =  [[ES1Renderer alloc] init];

渲染“从图层调整大小”方法

- (BOOL)resizeFromLayer:(CAEAGLLayer *)layer
{   
    // Allocate color buffer backing based on the current layer size
    glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
    [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:layer];
    glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
    glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);

   NSLog(@"Backing Width:%i and Height: %i", backingWidth, backingHeight);

    if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES)
    {
        NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
        return NO;
    }

return YES;

}

2 个答案:

答案 0 :(得分:1)

当你调用renderbufferStorage:fromDrawable:时,什么是layer.bounds?渲染缓冲区的像素宽度和高度被分配以匹配layer.bounds.size。

答案 1 :(得分:0)

来自Apple的文档本身。为我完美工作:

- (UIImage*)snapshot:(UIView*)eaglview {
    GLint backingWidth, backingHeight;
// Bind the color renderbuffer used to render the OpenGL ES view
// If your application only creates a single color renderbuffer which is already bound at this point, 
// this call is redundant, but it is needed if you're dealing with multiple renderbuffers.
// Note, replace "_colorRenderbuffer" with the actual name of the renderbuffer object defined in your class.
glBindRenderbufferOES(GL_RENDERBUFFER_OES, _colorRenderbuffer);

// Get the size of the backing CAEAGLLayer
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);

NSInteger x = 0, y = 0, width = backingWidth, height = backingHeight;
NSInteger dataLength = width * height * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));

// Read pixel data from the framebuffer
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);

// Create a CGImage with the pixel data
// If your OpenGL ES content is opaque, use kCGImageAlphaNoneSkipLast to ignore the alpha channel
// otherwise, use kCGImageAlphaPremultipliedLast
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGImageRef iref = CGImageCreate(width, height, 8, 32, width * 4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast,
                                ref, NULL, true, kCGRenderingIntentDefault);

// OpenGL ES measures data in PIXELS
// Create a graphics context with the target size measured in POINTS
NSInteger widthInPoints, heightInPoints;
if (NULL != UIGraphicsBeginImageContextWithOptions) {
    // On iOS 4 and later, use UIGraphicsBeginImageContextWithOptions to take the scale into consideration
    // Set the scale parameter to your OpenGL ES view's contentScaleFactor
    // so that you get a high-resolution snapshot when its value is greater than 1.0
    CGFloat scale = eaglview.contentScaleFactor;
    widthInPoints = width / scale;
    heightInPoints = height / scale;
    UIGraphicsBeginImageContextWithOptions(CGSizeMake(widthInPoints, heightInPoints), NO, scale);
}
else {
    // On iOS prior to 4, fall back to use UIGraphicsBeginImageContext
    widthInPoints = width;
    heightInPoints = height;
    UIGraphicsBeginImageContext(CGSizeMake(widthInPoints, heightInPoints));
}

CGContextRef cgcontext = UIGraphicsGetCurrentContext();

// UIKit coordinate system is upside down to GL/Quartz coordinate system
// Flip the CGImage by rendering it to the flipped bitmap context
CGContextSetBlendMode(cgcontext, kCGBlendModeCopy);
CGContextDrawImage(cgcontext, CGRectMake(0.0, 0.0, widthInPoints, heightInPoints), iref);

// Retrieve the UIImage from the current context
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();

UIGraphicsEndImageContext();

// Clean up
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);

return image;
}