如何使用openGL上下文设置CAEAGLLayer子类:当前绘制帧缓冲区无效



我正在尝试用gl上下文设置一个CAEAGLLayer子类。也就是说,我不是创建一个返回CAEAGLLayer的UIView子类,并从UIView子类别中将gl上下文绑定到该层,而是直接对该层进行子类别化,并尝试在该层的init中设置上下文,如下所示:

- (id)init
{
    self = [super init];
    if (self) {
        self.opaque = YES;
        _glContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
        NSAssert([EAGLContext setCurrentContext:_glContext], @"");
        glGenRenderbuffers(1, &_colorRenderBuffer);
        glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderBuffer);
        [_glContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:self];
        glGenFramebuffers(1, &_framebuffer);
        glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorRenderBuffer);
        /// . . .

到那时为止,一切似乎都很好。然而,我随后尝试创建一个具有"直通"顶点/片段着色器对的着色器程序,并且在链接该程序时未返回任何错误,验证失败,表示:"当前绘制帧缓冲区无效。"

链接和验证着色器程序的代码(在附加着色器之后)看起来是这样的,以防万一:

- (BOOL)linkAndValidateProgram
{
    GLint status;
    glLinkProgram(_shaderProgram);
#ifdef DEBUG
    GLint infoLogLength;
    GLchar *infoLog = NULL;
    glGetProgramiv(_shaderProgram, GL_INFO_LOG_LENGTH, &infoLogLength);
    if (infoLogLength > 0) {
        infoLog = (GLchar *)malloc(infoLogLength);
        glGetProgramInfoLog(_shaderProgram, infoLogLength, &infoLogLength, infoLog);
        NSLog(@"Program link log:n%s", infoLog);
        free(infoLog);
    }
#endif
    glGetProgramiv(_shaderProgram, GL_LINK_STATUS, &status);
    if (!status) {
        return NO;
    }
    glValidateProgram(_shaderProgram);
#ifdef DEBUG
    glGetProgramiv(_shaderProgram, GL_INFO_LOG_LENGTH, &infoLogLength);
    if (infoLogLength > 0) {
        infoLog = (GLchar *)malloc(infoLogLength);
        glGetProgramInfoLog(_shaderProgram, infoLogLength, &infoLogLength, infoLog);
        NSLog(@"Program validation log:n%s", infoLog);
        free(infoLog);
    }
#endif
    glGetProgramiv(_shaderProgram, GL_VALIDATE_STATUS, &status);
    if (!status) {
        return NO;
    }
    glUseProgram(_shaderProgram);
    return YES;
}

我想知道在CAEAGLLayer的整个生命周期中,是否有一些我可能不知道的额外设置,并且可能会通过尝试在init中设置GL来跳过?

问题是该层在init中没有维度。这反过来又使得尝试将渲染缓冲区存储设置为层意味着缓冲区为0。

UPDATE:我目前最好的想法是,我不应该在init上强加一个大小(这对于测试来说很好,但有点过时),而应该在层改变大小时重新设置缓冲区存储。所以我像这样重写-setBounds:

- (void)setBounds:(CGRect)bounds
{
    [super setBounds:bounds];
    [_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:self];
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &someVariableToHoldWidthIfYouNeedIt);
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &someVariableToHoldHeightIfYouNeedIt);
}

据我所知,您必须覆盖View中的layerClass方法,如以下

    + (Class)layerClass
    {
       return [MYCEAGLLayer class];
    }

此外,您还必须在MYCEAGLLayer上设置drawableProperties。

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