ios – 将CIFilter应用于OpenGL渲染到纹理

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我试图在我的全屏渲染输出上应用Core Image过滤器,但是看起来像我缺少一些东西,因为我将黑屏作为输出.

首先我将整个场景画成纹理.然后我从这个纹理创建CoreImage,我终于画出来了.但我所得到的只是黑屏.我正在遵循苹果指南线绘制纹理,并将CoreImage与OpenGLES集成:WWDC2012 511和https://developer.apple.com/library/ios/documentation/3ddrawing/conceptual/opengles_programmingguide/WorkingwithEAGLContexts/WorkingwithEAGLContexts.html

这里是相关代码

渲染:

@interface Renderer () {
  EAGLContext* _context;
  GLuint _defaultFramebuffer,_drawFramebuffer,_depthRenderbuffer,_colorRenderbuffer,_drawTexture;
  GLint _backingWidth,_backingHeight;
  CIImage *_coreImage;
  CIFilter *_coreFilter;
  CIContext *_coreContext;
}

初始化方法

- (BOOL)initOpenGL
{
  _context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
  if (!_context) return NO;

  [EAGLContext setCurrentContext:_context];

  glGenFramebuffers(1,&_defaultFramebuffer);
  glBindFramebuffer(GL_FRAMEBUFFER,_defaultFramebuffer);

  glGenRenderbuffers(1,&_colorRenderbuffer);
  glBindRenderbuffer(GL_RENDERBUFFER,_colorRenderbuffer);
  glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER,_colorRenderbuffer);

  glGenFramebuffers(1,&_drawFramebuffer);
  glBindFramebuffer(GL_FRAMEBUFFER,_drawFramebuffer);

  glGenTextures(1,&_drawTexture);
  glBindTexture(GL_TEXTURE_2D,_drawTexture);
  glFramebufferTexture2D(GL_FRAMEBUFFER,GL_TEXTURE_2D,_drawTexture,0);

  glGenRenderbuffers(1,&_depthRenderbuffer);
  glBindRenderbuffer(GL_RENDERBUFFER,_depthRenderbuffer);
  glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,_depthRenderbuffer);

  _coreFilter = [CIFilter filterWithName:@"CIColorInvert"];
  [_coreFilter setDefaults];

  NSDictionary *opts = @{ kCIContextWorkingColorSpace : [NSNull null] };
  _coreContext = [CIContext contextWithEAGLContext:_context options:opts];

  return YES;
}

每当层大小更改(在init和方向更改时)分配内存:

- (void)resizeFromLayer:(CAEAGLLayer *)layer
{
  layer.contentsScale = 1;

  glBindFramebuffer(GL_FRAMEBUFFER,_defaultFramebuffer);

  glBindRenderbuffer(GL_RENDERBUFFER,_colorRenderbuffer);
  [_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer];

  glGetRenderbufferParameteriv(GL_RENDERBUFFER,GL_RENDERBUFFER_WIDTH,&_backingWidth);
  glGetRenderbufferParameteriv(GL_RENDERBUFFER,GL_RENDERBUFFER_HEIGHT,&_backingHeight);

  // glCheckFramebufferStatus ... SUCCESS

  glBindFramebuffer(GL_FRAMEBUFFER,_drawFramebuffer);

  glBindTexture(GL_TEXTURE_2D,_drawTexture);
  glTexImage2D(GL_TEXTURE_2D,GL_RGBA,_backingWidth,_backingHeight,GL_UNSIGNED_BYTE,NULL);

  glBindRenderbuffer(GL_RENDERBUFFER,_depthRenderbuffer);
  glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT16,_backingHeight);

  // glCheckFramebufferStatus ... SUCCESS
}

绘制方法

- (void)render:(Scene *)scene
{
  [EAGLContext setCurrentContext:_context];

  glBindFramebuffer(GL_FRAMEBUFFER,_drawFramebuffer);

  // Draw using GLKit,custom shaders,drawArrays,drawElements
  // Now rendered scene is in _drawTexture

  glBindFramebuffer(GL_FRAMEBUFFER,_defaultFramebuffer);
  glBindRenderbuffer(GL_RENDERBUFFER,_colorRenderbuffer);

  // Create CIImage with our render-to-texture texture
  _coreImage = [CIImage imageWithTexture:_drawTexture size:CGSizeMake(_backingWidth,_backingHeight) flipped:NO colorSpace:nil];

  // Ignore filtering for now; Draw CIImage to current render buffer 
  [_coreContext drawImage:_coreImage inRect:CGRectMake(0,_backingHeight) fromRect:CGRectMake(0,_backingHeight)];

  // Present
  [_context presentRenderbuffer:GL_RENDERBUFFER];
}

注意,绘制场景后,_drawTexture包含渲染场景.我使用Xcode调试工具(Capture OpenGL ES框架)进行检查.

编辑:如果我尝试从一些其他纹理创建CIImage,然后_drawTexture,它正确显示.我的怀疑是,当CIContext尝试通过CIImage呈现时,_drawTexture可能没有准备好或被某种方式锁定.

EDIT2:我也试图用视口清除替换所有绘图代码

glViewport(0,_backingHeight);
  glClearColor(0,0.8,1);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

结果仍然是黑色的.这表明问题可能是绘制纹理或帧缓冲区的东西.

解决方法

我终于找到了什么问题. iOS上的2个纹理的非强制功能必须具有线性滤波和夹紧到边缘包装:
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);

我的纹理与屏幕大小相同,但是我没有设置这四个参数.

对于后代:上面的代码是OpenGL ES和CoreImage的互连的完美有效的例子.只需确保你正确地初始化你的纹理!

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