我有一个 852x640 的渲染缓冲区和一个 1280x720 的纹理。当我渲染纹理时,它会被裁剪,而不仅仅是拉伸。我知道纵横比需要更正,但我怎样才能得到它以便完整的纹理显示在渲染缓冲区中?
//-------------------------------------
glGenFramebuffers(1, &frameBufferHandle);
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferHandle);
glGenRenderbuffers(1, &renderBufferHandle);
glBindRenderbuffer(GL_RENDERBUFFER, renderBufferHandle);
[oglContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer];
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &renderBufferWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &renderBufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderBufferHandle);
//-------------------------------------
static const GLfloat squareVertices[] = {
-1.0f, 1.0f,
1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f
};
static const GLfloat horizontalFlipTextureCoordinates[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
size_t frameWidth = CVPixelBufferGetWidth(pixelBuffer);
size_t frameHeight = CVPixelBufferGetHeight(pixelBuffer);
CVReturn err = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
videoTextureCache,
pixelBuffer,
NULL,
GL_TEXTURE_2D,
GL_RGBA,
frameWidth,
frameHeight,
GL_BGRA,
GL_UNSIGNED_BYTE,
0,
&texture);
if (!texture || err) {
NSLog(@"CVOpenGLESTextureCacheCreateTextureFromImage failed (error: %d)", err);
return;
}
glBindTexture(CVOpenGLESTextureGetTarget(texture), CVOpenGLESTextureGetName(texture));
glViewport(0, 0, renderBufferWidth, renderBufferHeight); // setting this to 1280x720 fixes the aspect ratio but still crops
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferHandle);
glUseProgram(shaderPrograms[PASSTHROUGH]);
// Update attribute values.
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXTUREPOSITON, 2, GL_FLOAT, 0, 0, horizontalFlipTextureCoordinates);
glEnableVertexAttribArray(ATTRIB_TEXTUREPOSITON);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Present
glBindRenderbuffer(GL_RENDERBUFFER, renderBufferHandle);
[oglContext presentRenderbuffer:GL_RENDERBUFFER];
编辑
我仍然遇到问题。我已经包含了更多的来源。基本上,我需要将整个原始输入纹理显示在宽屏上,同时将原始纹理写入磁盘。
当渲染到较小的纹理时,事物会自动缩放,渲染缓冲区不是这样吗?
我想我可以再通过一个较小的纹理,但这会减慢速度。