我正在尝试创建两个FBO并实现乒乓渲染。但是,我只能让第一帧正常工作。我试图模拟生活游戏,在第一帧之后,我只得到一个黑屏。你能帮帮我查一下吗?我在这个问题上花了好几个小时。
修改
也许我没有清楚地描述。实际上,我想使用textureB作为纹理并将其渲染为textureA,然后使用textureA渲染到屏幕,反之亦然。
修改 我可以看到第一帧,即textureB。经过片段着色器后,它变为黑色。首先,我怀疑片段着色器,我将其更改为仅将黑色恢复为白色,将白色恢复为黑色。它仍然变得全黑。
设置fbo和纹理
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &textureA);
glBindTexture(GL_TEXTURE_2D, textureA);
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, 256, 256, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
glGenTextures(1, &textureB);
glBindTexture(GL_TEXTURE_2D, textureB);
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);
data=(GLubyte*)malloc(256*256*4*sizeof(GLubyte));
GLubyte val;
for (int i = 0; i < 256 * 256 * 4; i+=4) {
if (rand()%10 ==1)
{ val = 0; }
else
{ val = 255; }
data[i] = data[i+1] = data[i+2] = val;
data[i+3] = 255;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenFramebuffers(1, &fboA);
glBindFramebuffer(GL_FRAMEBUFFER, fboA);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureA, 0);
glGenFramebuffers(1, &fboB);
glBindFramebuffer(GL_FRAMEBUFFER, fboB);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureB, 0);
渲染循环
if ([context API] == kEAGLRenderingAPIOpenGLES2) {
if(counter%2==0)
{
glUseProgram(automateProg);
glBindFramebuffer(GL_FRAMEBUFFER, fboA);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureB);
glUniform1i(AUTOMATE_TEXT, 0);
glUniform1f(DU, 1.0/256);
glUniform1f(DV, 1.0/256);
// Update attribute values.
glVertexAttribPointer(ATTRIB_VERTEX_2, 2, GL_FLOAT, 0, 0, squareVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX_2);
glVertexAttribPointer(ATTRIB_TEXCOORD_2, 2, GL_FLOAT, GL_FALSE, 0, texCoord);
//glEnableVertexAttribArray(ATTRIB_TEXCOORD_2);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (![self validateProgram:automateProg]) {
NSLog(@"Failed to validate program: %d", automateProg);
return;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(0);
}
else
{
glUseProgram(automateProg);
glBindFramebuffer(GL_FRAMEBUFFER, fboB);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureA);
glUniform1i(AUTOMATE_TEXT, 0);
glUniform1f(DU, 1.0/256);
glUniform1f(DV, 1.0/256);
// Update attribute values.
glVertexAttribPointer(ATTRIB_VERTEX_2, 2, GL_FLOAT, 0, 0, squareVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX_2);
glVertexAttribPointer(ATTRIB_TEXCOORD_2, 2, GL_FLOAT, GL_FALSE, 0, texCoord);
//glEnableVertexAttribArray(ATTRIB_TEXCOORD_2);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (![self validateProgram:automateProg]) {
NSLog(@"Failed to validate program: %d", automateProg);
return;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(0);
}
[(EAGLView *)self.view setFramebuffer];
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
if (counter % 2 == 0) {
glUseProgram(normalProg);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureB);
glUniform1i(NORMAL_TEXT, 0);
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoord);
glEnableVertexAttribArray(ATTRIB_TEXCOORD);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (![self validateProgram:normalProg]) {
NSLog(@"Failed to validate program: %d", normalProg);
return;
}
glUseProgram(0);
} else {
glUseProgram(normalProg);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureA);
glUniform1i(NORMAL_TEXT, 0);
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoord);
glEnableVertexAttribArray(ATTRIB_TEXCOORD);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (![self validateProgram:normalProg]) {
NSLog(@"Failed to validate program: %d", normalProg);
return;
}
glUseProgram(0);
}
counter++;
[(EAGLView *)self.view presentFramebuffer];
片段着色器
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D tex; //the input texture
uniform float du; //the width of the cells
uniform float dv; //the height of the cells
void main() {
int count = 0;
vec4 C = texture2D( tex, v_texCoord );
vec4 E = texture2D( tex, vec2(v_texCoord.x + du, v_texCoord.y) );
vec4 N = texture2D( tex, vec2(v_texCoord.x, v_texCoord.y + dv) );
vec4 W = texture2D( tex, vec2(v_texCoord.x - du, v_texCoord.y) );
vec4 S = texture2D( tex, vec2(v_texCoord.x, v_texCoord.y - dv) );
vec4 NE = texture2D( tex, vec2(v_texCoord.x + du, v_texCoord.y + dv) );
vec4 NW = texture2D( tex, vec2(v_texCoord.x - du, v_texCoord.y + dv) );
vec4 SE = texture2D( tex, vec2(v_texCoord.x + du, v_texCoord.y - dv) );
vec4 SW = texture2D( tex, vec2(v_texCoord.x - du, v_texCoord.y - dv) );
if (E.r == 1.0) { count++; }
if (N.r == 1.0) { count++; }
if (W.r == 1.0) { count++; }
if (S.r == 1.0) { count++; }
if (NE.r == 1.0) { count++; }
if (NW.r == 1.0) { count++; }
if (SE.r == 1.0) { count++; }
if (SW.r == 1.0) { count++; }
if ( (count == 2 || count == 3)) {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); //cell lives...
} else {
gl_FragColor = vec4(0.0,0.0,0.0, 1.0); //cell dies...
}
}
答案 0 :(得分:1)
我是否理解您的代码是正确的,您希望将结果渲染到第一个if-else
- 块中的纹理,并将该结果渲染到第二个if-else
- 块中的屏幕?
如果是这样,那么看起来您在如何组织输入和输出时就会出错。
这是你第一次传递中发生的事情(我减少了你的代码):
if(counter%2==0)
{
glBindFramebuffer(GL_FRAMEBUFFER, fboA); // will render to textureA
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureB); // textureB is our input
} else {
...
}
if (counter % 2 == 0) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureB); // textureB still as input? not textureA?
} else {
...
}
......这就是第二遍中发生的事情:
if(counter%2==0)
{
...
} else {
glBindFramebuffer(GL_FRAMEBUFFER, fboB); // will render to textureB
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureA); // textureA as input
}
if (counter % 2 == 0) {
...
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureA); // textureA as input again?
}
您在第一帧中看到某些内容的原因是,因为您实际渲染了输入数据,而不是第一次传递的结果。您在第二次传递中出现黑屏的原因可能是您的片段着色器无法正常工作。从您的着色器代码判断,访问邻居纹素的错误似乎是最合理的原因。您能提供du
和dv
的价值吗?
此外,我不认为只使用一个纹理单元应该会有任何麻烦,正如布拉德早先指出的那样。虽然我不确定。
旁注:对于乒乓,您应该考虑创建FBOs as an array以使代码更具可读性。
修改强>
我在使用du
设置制服dv
和glUniform1f()
时遇到问题,请尝试glUniform1i()
(您需要在着色器中使用float()
进行投射)或glUniform1fv()
代替。我曾经遇到过与PowerVR GLES2驱动程序相同的问题,这个函数没有做任何事情,导致统一为0.0
。
答案 1 :(得分:0)
你有两个你想要处理的纹理,但我看到这里只使用了一个纹理单元。也许如果你使用如下代码将你的FBO纹理绑定到纹理单元:
glBindFramebuffer(GL_FRAMEBUFFER, fboA);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureA);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureB);
或
glBindFramebuffer(GL_FRAMEBUFFER, fboB);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureB);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureA);
在渲染每个帧之前,它会从绑定到单位0的一个纹理中正确读取,并通过FBO输出到单位1上的其他纹理。
作为替代方案,您可以将一个纹理永久地绑定到一个单元,将另一个纹理永久绑定到另一个单元,并将AUTOMATE_TEXT
制服的替代值指示为从哪个单位拉出。这样会更有效率,因为它可以避免在每次渲染时绑定纹理的开销。