我正在尝试设置一个带有gl上下文的CAEAGLLayer子类。也就是说,我不是创建一个UIView子类,它返回一个CAEAGLLayer并将一个gl上下文从UIView子类中绑定到该层,而是直接对该层进行子类化,并尝试在层的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);
/// . . .在那之前,一切似乎都很好。但是,我尝试创建一个带有“pass”顶点/片段着色器对和的着色器程序,同时链接该程序时不会返回错误,验证失败时会说:“当前绘制框架缓冲区无效。”。
链接和验证着色器程序(附加着色器后)的代码如下所示,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;
}我在想,在CAEAGLLayer的整个生命周期中,是否会有一些额外的设置,而我可能不知道,并且可能通过尝试在init中安装GL而跳过?
发布于 2013-08-12 18:20:47
问题是该层在init中没有维度。这反过来又使得试图将呈现缓冲区存储设置为该层意味着缓冲区为0。
UPDATE:我目前的最佳想法是,与其对init施加大小(这对于测试来说很好,但很麻烦),我应该只是在层大小改变时重新设置缓冲区存储。因此,我要像这样覆盖-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);
}发布于 2013-08-12 17:31:31
据我所知,您必须覆盖视图中的layerClass方法,如下所示
+ (Class)layerClass
{
return [MYCEAGLLayer class];
}此外,您还必须在drawableProperties上设置MYCEAGLLayer。
https://stackoverflow.com/questions/18135736
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