2016-05-30 74 views
0

最终目标是使用乒乓方法将两个纹理附加到相同的帧缓冲区,从而实现GPU图像处理(色彩量化,像素排序,连通分量分析)。AIDE-ide中的opengl es 3.0 - 渲染纹理返回空白纹理

我看了其他线程,完成了我的纹理,检查了错误,后面跟着this教程和that教程,看了一下文档,但是没有任何东西可以工作。我可以渲染到屏幕上,但我可以渲染到附加到帧缓冲区的纹理。

我知道绘制到四边形作品的代码,因为我对两种类型的渲染都使用相同的代码。我没有得到glCheckFramebufferStatus或glGetErrors的错误,并且eveything看起来就像在教程中一样,期望我创建或附加了渲染缓冲区,因为我不需要深度或模板数据。所以我很茫然。任何帮助将非常感谢,所以我可以继续努力找出困难的东西。

代码创建帧缓存和纹理,并检查错误,在ImageRenderer类:

public static int createFBO() 
{ 
    int[] fbo = new int[1]; 
    GLES30.glGenFramebuffers(1,fbo,0); 
    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, fbo[0]); 
        
    int error = GLES30.glGetError(); 
    if(error != GLES30.GL_NO_ERROR) 
    { 
        while (error !=GLES30.GL_NO_ERROR) 
        { 
            System.out.println(error); 
            error = GLES30.glGetError(); 
        } 
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0); 
        return 0; 
    } 
    else 
    { 
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0); 
        return fbo[0]; 
    } 
} 
    
public static int[] createFBOTextures(int framebuffer, int width, int height) 
{ 
    //bind the framebuffer 
    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, framebuffer); 
        
    int[] rt = new int[2]; 
    GLES30.glGenTextures(2, rt, 0); 
    int[] DrawBuffers = {GLES30.GL_COLOR_ATTACHMENT0,GLES30.GL_COLOR_ATTACHMENT1}; 

    for (int i=0; i<2; i++) 
    { 
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, rt[i]); 
        GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D,0,GLES30.GL_RGBA32F, width, height,0,GLES30.GL_RGBA, GLES30.GL_FLOAT, null); 
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR); 
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR_MIPMAP_LINEAR); 
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE); 
        GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE); 
            // Attach each texture to colour attachement #i 
        GLES30.glFramebufferTexture2D (GLES30.GL_FRAMEBUFFER, DrawBuffers[i], GLES30.GL_TEXTURE_2D, rt[i], 0); 
    } 
        
    if(check_framebuffer_errors()) 
        return null; 
    else 
     return rt; 
    } 
    
public static boolean check_framebuffer_errors() 
{ 
    if(GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER) != GLES30.GL_FRAMEBUFFER_COMPLETE) 
    { 
            System.out.println(GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER)); 
        return true; 
    } 
    else 
    { 
        int error = GLES30.glGetError(); 
        if(error !=GLES30.GL_NO_ERROR) 
        { 
            while (error != GLES30.GL_NO_ERROR) 
            { 
                System.out.println(error); 
                error = GLES30.glGetError(); 
            } 
            return true; 
        } 
        else 
            return false; 
    } 
} 

所有借鉴PixelCounter对象进行的命令,像这样初始化:

public PixelCounter(Bitmap b) 
{ 
    mWidth = b.getWidth(); 
    mHeight = b.getHeight(); 
            
    defineShape(); 
    ConversionData = ImageRenderer.createUBO(16+3); 
    ImageRenderer.updateBuffer(toXYZ,0,ConversionData); 
    ImageRenderer.updateBuffer(new float[]{0.95047f, 1.0f, 1.08883f},15,ConversionData); 
    FBOHandle = ImageRenderer.createFBO(); 
    //create temporary texture to pass bitmap to float texture 
    temptex = ImageRenderer.loadTexturefromBitmap(b); 
    //create ping-pong textures 
    FBOTextureHandles = ImageRenderer.createFBOTextures(FBOHandle, mWidth,mHeight); 
            
    to_LAB = compile_shader(new String[]{default_vertex,to_lab}); 
    to_screen = compile_shader(new String[]{default_vertex, render_to_screen}); 
    to_texture = compile_shader(new String[]{default_vertex, render_to_texture}); 
} 

代码绘制四

//draw temptex to initial src texture 
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER,FBOHandle); 
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT | GLES30.GL_DEPTH_BUFFER_BIT); 
//GLES30.glViewport(0,0,mWidth,mHeight); 
bindTexture(temptex, to_texture, "src"); 
GLES30.glDrawBuffers(1, new int[]{GLES30.GL_COLOR_ATTACHMENT0}, 0);    
simple_draw(to_texture); 
        
//draw to screen 
GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER,0); 
bindTexture(FBOTextureHandles[dest],to_screen, "src"); 
simple_draw(to_screen); 

simple_draw函数

private void simple_draw(int program) 
{ 
    GLES30.glUseProgram(program); 

    //get handle to vertex shader's position member 
    mPositionHandle = GLES30.glGetAttribLocation(program, "position"); 

    //Add attribute array of vertices 
     GLES30.glEnableVertexAttribArray(mPositionHandle); 
     GLES30.glVertexAttribPointer(
            mPositionHandle, mPositionDataSize, 
        GLES30.GL_FLOAT, false, 
            mStrideBytes, vertexBuffer); 

        GLES30.glDrawElements(
                GLES30.GL_TRIANGLES, drawOrder.length, 
                GLES30.GL_UNSIGNED_SHORT, drawListBuffer); 
    } 

我的好措施片段着色器:

private String render_to_texture = 
"#version 300 es \n" + 
"uniform sampler2D src;\n"+ 
"in vec4 coord;\n"+ 
"layout(location = 0) out vec4 dest;\n" + 

"void main()\n"+ 
"{\n"+ 
    "vec2 size = vec2(textureSize(src,0));\n"+ 
    "ivec2 uv_coord = ivec2((coord.xy+vec2(1.0,1.0))/2.0*size);\n"+ 
    "dest = texelFetch(src,uv_coord,0);\n"+ 
"}"; 

回答

0

解决。渲染前添加glViewport(0,0,宽度,高度)。虽然我很好奇默认是什么,因为宽度/高度从使用AIDE手机的相机拍摄的照片中检索(因此尺寸应与GLSurfaceView相同)。

编辑:还需要将glDrawBuffers参数更改为(2,new int [] {GL_NONE,COLOR_ATTACHMENT1},0)作为目标绘制到第二个纹理时。