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objective-c - 两个 FBO 之间的乒乓渲染在第一帧后失败。

转载 作者:搜寻专家 更新时间:2023-10-30 19:48:19 31 4
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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。我正在尝试模拟人生游戏,但在第一帧之后,我只看到黑屏。你能帮我检查一下吗?我在这个问题上花了几个小时。

编辑

可能我没描述清楚。其实我想用textureB做texture渲染到textureA,再用textureA渲染到screen,反之亦然。

编辑我可以看到第一帧,它是 textureB。通过片段着色器后,它变成黑色。起初,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。它仍然变成全黑。

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...
}
}

最佳答案

我是否正确理解了您的代码,您想在第一个 if-else block 中将结果渲染到纹理,并在第二个 if-else 中将该结果渲染到屏幕- block ?如果是这样,那么看起来您在开始组织输入和输出的方式时犯了一个错误。这是您第一次通过时发生的情况(我减少了您的代码):

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东西的原因是,您实际上渲染了您的输入数据,而不是第一次渲染的结果。而你第二遍出现黑屏的原因可能是你的片段着色器没有正常工作。从您的着色器代码来看,访问相邻纹素的错误似乎是最可能的原因。你能提供dudv的值吗?

此外,正如 Brad 先前指出的那样,我认为仅使用一个纹理单元不会造成任何麻烦。不过我不确定。

旁注:对于乒乓你应该考虑创建你的 FBOs as an array使您的代码更具可读性。

编辑:

如果你在使用 glUniform1f() 设置制服 dudv 时遇到问题,请尝试 glUniform1i() (然后您需要在着色器中使用 float() 进行转换)或 glUniform1fv() 代替。我曾经遇到过与 PowerVR GLES2 驱动程序相同的问题,该函数没有执行任何操作并导致制服为 0.0

关于objective-c - 两个 FBO 之间的乒乓渲染在第一帧后失败。,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/8299279/

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