我一直在研究乒乓球着色,并认为在我上一个问题之后我已经破解了它。但是,随着对着色器的进一步了解,看起来虽然我能够在 FBO A 和 FBO B 上运行着色器,但 A 的输出并未用作 B 的源。换句话说,我没有正确绑定它。
我正在使用的代码如下。第二个着色器的输出显示基于颜色的输出,但第一个着色器将数据设置为灰度。因此,我知道这不能按要求工作。
我将不胜感激任何(进一步的!!)帮助。
下面的代码,
干杯,
西蒙
- (void) PingPong:(CVImageBufferRef)cameraframe;
{
// Standard texture coords for the rendering pipeline
static const GLfloat squareVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
static const GLfloat textureVertices[] = {
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 0.0f,
};
if (context)
{
[EAGLContext setCurrentContext:context];
}
// Create two textures with the same configuration
int bufferHeight = CVPixelBufferGetHeight(cameraframe);
int bufferWidth = CVPixelBufferGetWidth(cameraframe);
// texture 1
glGenTextures(1, &tex_A);
glBindTexture(GL_TEXTURE_2D, tex_A);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Using BGRA extension to pull in video frame data directly
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bufferWidth, bufferHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, CVPixelBufferGetBaseAddress(cameraframe));
// Texture 2
glGenTextures(1, &tex_B);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Bind framebuffer A
glBindFramebuffer(GL_FRAMEBUFFER, fbo_A);
glViewport(0, 0, backingWidth, backingHeight);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex_A);
// Update uniform values
glUniform1i(uniforms[UNIFORM_VIDEOFRAME], 0);
// Update attribute values.
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXTUREPOSITON, 2, GL_FLOAT, 0, 0, textureVertices);
glEnableVertexAttribArray(ATTRIB_TEXTUREPOSITON);
// Use the first shader
glUseProgram(greyscaleProgram);
// Render a quad
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Use the second shader
glUseProgram(program);
// Bind framebuffer B
glBindFramebuffer(GL_FRAMEBUFFER, fbo_B);
// Bind texture A and setup texture units for the shader
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex_A);
// Render output of FBO b is texture B
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex_B, 0);
// Update uniform values
glUniform1i(uniforms[UNIFORM_VIDEOFRAME], 0);
// Update attribute values.
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXTUREPOSITON, 2, GL_FLOAT, 0, 0, textureVertices);
glEnableVertexAttribArray(ATTRIB_TEXTUREPOSITON);
// Render a quad
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Render the whole thing
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER];
glDeleteTextures(1, &tex_A);
glDeleteTextures(1, &tex_B);
}