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这是我的渲染循环:

  1. 绑定自定义 FBO
  2. 绑定纹理(以前与 FBO 关联为 COLOR_ATTACHMENT0)
  3. 使用基于分形算法选择片段颜色的自定义片段着色器进行渲染。(如果算法不使用片段,则将其分配为黑色)
  4. 重新绑定窗口提供的帧缓冲区和渲染缓冲区。(在 ios 5 上,这是 [view bindDrawable] 方法。
  5. 将屏幕清除为白色。
  6. 将 fbo 纹理渲染到一个比窗口本身小很多的框架中。

预期结果:分形应该出现在较小的框架中。框架应该有黑色背景。屏幕的其余部分应该是白色的。

当前结果:整个屏幕都被分形占据,就好像我正在渲染到提供 fbo 的窗口以及我的自定义 fbo/纹理。

我真的不知道我做错了什么,所以我会很感激任何帮助。

编辑:

片段着色器:

void main()
{
   highp vec2 pix = gl_FragCoord.xy;
   lowp vec4 color = vec4(0.0,0.0,0.0,0.0);

   //determine if fragment is part of the fractal using the algorithm
   //if yes, change the value of the color vec4

   gl_FragColor = color;
}

FBO 初始化:

    //First create and bind the frame buffer
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);

//Create a texture
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture); 
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 

//Attach the texture to the framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);

GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);    
if (status != GL_FRAMEBUFFER_COMPLETE)  {
    printf("\n Incomplete Frame Buffer!");
}

渲染循环:

{
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, texture);
glViewport(0, 0, width, height);

//Call the fractal render, basically a plane of 4 vertices happening through GL_TRIANGLE_STRIP, but that calls the fragment shader above.

[self.view bindDrawable];
glClearColor(1.0,1.0,1.0,1.0);

matrix4x4 mvp = multiplyMatrices(projectionMatrix, modelView);

glUseProgram(shaderId);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, NULL);   
glBindBuffer(GL_ARRAY_BUFFER, texelBuffer);
glVertexAttribPointer(texelLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);

glUniformMatrix4fv(mvpLocation, 1, 0, mvp.val);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureId);
glUniform1i(textureLocation, 0);

glDrawArrays(GL_TRIANGLE_STRIP, 0, tVertices);
}

我希望这有帮助。如果您想了解更多关于我在做什么的信息,请告诉我。

我还注意到发生了一些非常奇怪的事情。

如果在绑定 FBO 后,我尝试

glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1.0,0.0,0.0,0.5); 

...它是实际发生清除的窗口提供的帧缓冲区。

谢谢你们的帮助。

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