Relating to my previous two questions I've spent a week attempting to figure out how to run multiple shaders against a core video buffer. I know what I need to do but I, frankly, can't get the code to work (pasted below is the original, non ping-pong version).
Lacking the Eureka moment I'm now totally stuck :). The code to compile and link the shaders is not shown for brevity. The whole thing renders (successfully - but one shader overwrites the other - so missing the vital step) to a GL compatible layer and theres a UIToolbar underneath which, eventually, will have a button per shader and a button to run all shaders.
Thanks,
Simon
-(void) DrawFrame:(CVImageBufferRef)cameraframe;
{
int bufferHeight = CVPixelBufferGetHeight(cameraframe);
int bufferWidth = CVPixelBufferGetWidth(cameraframe);
// Create a new texture from the camera frame data, display that using the shaders
glGenTextures(1, &videoFrameTexture);
glBindTexture(GL_TEXTURE_2D, videoFrameTexture);
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));
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,
};
[self setDisplayFramebuffer];
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, videoFrameTexture);
// Update uniform values
glUniform1i(uniforms[UNIFORM_VIDEOFRAME], 0);
// Update attribute values.
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
开发者_如何学PythonglEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXTUREPOSITON, 2, GL_FLOAT, 0, 0, textureVertices);
glEnableVertexAttribArray(ATTRIB_TEXTUREPOSITON);
glUseProgram(greyscaleProgram);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
[self presentFramebuffer];
// Obviously here is where the ping pong starts (assuming correct mods
// to the framebuffer setup method below
glUseProgram(program);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
[self presentFramebuffer];
glDeleteTextures(1, &videoFrameTexture);
}
- (void)setDisplayFramebuffer;
{
if (context)
{
[EAGLContext setCurrentContext:context];
if (!viewFramebuffer)
{
[self createFramebuffers];
}
glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);
glViewport(0, 0, backingWidth, backingHeight);
}
}
- (BOOL)presentFramebuffer;
{
BOOL success = FALSE;
if (context)
{
[EAGLContext setCurrentContext:context];
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
success = [context presentRenderbuffer:GL_RENDERBUFFER];
}
return success;
}
- (BOOL)createFramebuffers
{
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
// Onscreen framebuffer object
glGenFramebuffers(1, &viewFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);
// Render buffer for final output
glGenRenderbuffers(1, &viewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer];
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
NSLog(@"Backing width: %d, height: %d", backingWidth, backingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderbuffer);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
NSLog(@"Failure with framebuffer generation");
return NO;
}
return YES;
}
Edit: Clarified what is missing
To do ping-pong rendering, you need to do the following:
- Create 2 textures, with the exact same configuration
- Create 2 Framebuffers with the same configuration, and attach one texture to each framebuffer.
Let's call the Framebuffers A and B, and the attached textures texA and texB:
To render:
- Use the first shader with glUseProgram.
- Bind Framebuffer A.
- Render a quad.
Now you have the result of the shader execution in texA. To do the ping-pong:
- Use the second shader with glUseProgram.
- Bind Framebuffer B.
- Bind texA and setup texture units for your shader.
- Render a quad.
- Use shader with glUseProgram.
- Bind Framebuffer A.
- Bind texB and setup texture units.
- Render a quad.
Now you have the result in texA and you can repeat the process again, hope this helps!
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