我使用 openGL ES 1.0。解码流数据后,变为RGBA位。然后我将 RGBA 字节传输到带有参数的“渲染器”方法。
渲染器方法由每个帧例程调用。因为 RGBA 字节每次都会改变。
但它不绘制任何相框。只显示白色矩形和背景灰色。问题是什么?
[初始化]
- (id <ESRenderer>) init
{
if (self = [super init])
{
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
if (!context || ![EAGLContext setCurrentContext:context])
{
[self release];
return nil;
}
// Create default framebuffer object. The backing will be allocated for the current layer in -resizeFromLayer
glGenFramebuffersOES(1, &defaultFramebuffer);
glGenRenderbuffersOES(1, &colorRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &frameTexture);
glBindTexture(GL_TEXTURE_2D, frameTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, frameTexture, 0);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer);
}
return self;
}
[渲染器方法。每帧由外部调用]
static const GLfloat verticesForGL_TRIANGLE_STRIP[] = {
-0.8, 0.8, 0.0, //v1
0.0, 1.0, //UV1
-0.8, -0.8, 0.0, //v2
0.0, 0.0, //UV2
0.8, 0.8, 0.0, //v3
1.0, 1.0, //UV3
0.8, -0.8, 0.0, //v4
1.0, 0.0, //UV4
};
- (void)render:(uint8_t*)data
{
if ([EAGLContext currentContext] != context)
[EAGLContext setCurrentContext:context];
glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, backingWidth, backingHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(-1.1f, 1.1f, -1.1f, 1.1f, -2.0f, 2.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1280, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, frameTexture);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(GLfloat)*5, verticesForGL_TRIANGLE_STRIP);
glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat)*5, &verticesForGL_TRIANGLE_STRIP[0]+3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}