-->

Ping-pong rendering between two FBOs fails after f

2019-05-06 23:53发布

问题:

I am trying to create two FBOs and implement a ping-pong render. But, I only get the first frame to work properly. I am trying to simulate a game-of-life and, after the first frame, I only get a black screen. Could you help me check it? I have spent hours on this issue.

Edit

Maybe I didn't describe clearly. Actually, I want to use the textureB as the texture and render it to textureA, then use the textureA to render to screen, then vice versa.

Edit I can see the first frame, which is the textureB. After it go through the fragment shader, it become black. At first, I suspect the fragment shader, I change it to only revert the black to white and white to black. It still becomes all black.

Set up the fbo and texture

glEnable(GL_TEXTURE_2D);
    glGenTextures(1, &textureA);
    glBindTexture(GL_TEXTURE_2D, textureA);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA,
                 GL_UNSIGNED_BYTE, NULL);

    glGenTextures(1, &textureB);
    glBindTexture(GL_TEXTURE_2D, textureB);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    data=(GLubyte*)malloc(256*256*4*sizeof(GLubyte));
    GLubyte val;
    for (int i = 0; i < 256 * 256 * 4; i+=4) {   
        if (rand()%10 ==1) 
            { val = 0; } 
        else 
            { val = 255; }
        data[i] = data[i+1] = data[i+2] = val;
        data[i+3] = 255;
    }
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);

    glGenFramebuffers(1, &fboA);
    glBindFramebuffer(GL_FRAMEBUFFER, fboA);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureA, 0);

    glGenFramebuffers(1, &fboB);
    glBindFramebuffer(GL_FRAMEBUFFER, fboB);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureB, 0);

Render Loop

if ([context API] == kEAGLRenderingAPIOpenGLES2) {


        if(counter%2==0)
        {
            glUseProgram(automateProg);
            glBindFramebuffer(GL_FRAMEBUFFER, fboA);
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, textureB);
            glUniform1i(AUTOMATE_TEXT, 0);
            glUniform1f(DU, 1.0/256);
            glUniform1f(DV, 1.0/256);
            // Update attribute values.
            glVertexAttribPointer(ATTRIB_VERTEX_2, 2, GL_FLOAT, 0, 0, squareVertices);
            glEnableVertexAttribArray(ATTRIB_VERTEX_2);

            glVertexAttribPointer(ATTRIB_TEXCOORD_2, 2, GL_FLOAT, GL_FALSE, 0, texCoord);    
            //glEnableVertexAttribArray(ATTRIB_TEXCOORD_2);
            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
            if (![self validateProgram:automateProg]) {
                NSLog(@"Failed to validate program: %d", automateProg);
                return;
            }

            glBindFramebuffer(GL_FRAMEBUFFER, 0);
            glUseProgram(0);
        }
        else
        {
            glUseProgram(automateProg);            
            glBindFramebuffer(GL_FRAMEBUFFER, fboB);
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, textureA);
            glUniform1i(AUTOMATE_TEXT, 0);
            glUniform1f(DU, 1.0/256);
            glUniform1f(DV, 1.0/256);
            // Update attribute values.
            glVertexAttribPointer(ATTRIB_VERTEX_2, 2, GL_FLOAT, 0, 0, squareVertices);
            glEnableVertexAttribArray(ATTRIB_VERTEX_2);
            glVertexAttribPointer(ATTRIB_TEXCOORD_2, 2, GL_FLOAT, GL_FALSE, 0, texCoord); 
            //glEnableVertexAttribArray(ATTRIB_TEXCOORD_2);
            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
            if (![self validateProgram:automateProg]) {
                NSLog(@"Failed to validate program: %d", automateProg);
                return;
            }

            glBindFramebuffer(GL_FRAMEBUFFER, 0);
            glUseProgram(0);
        }

        [(EAGLView *)self.view setFramebuffer];
        glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        if (counter % 2 == 0) {
            glUseProgram(normalProg);
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, textureB);
            glUniform1i(NORMAL_TEXT, 0);
            glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
            glEnableVertexAttribArray(ATTRIB_VERTEX);
            glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoord); 
            glEnableVertexAttribArray(ATTRIB_TEXCOORD);
            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
            if (![self validateProgram:normalProg]) {
                NSLog(@"Failed to validate program: %d", normalProg);
                return;
            }
            glUseProgram(0);

        } else {
            glUseProgram(normalProg);
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, textureA);
            glUniform1i(NORMAL_TEXT, 0);
            glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
            glEnableVertexAttribArray(ATTRIB_VERTEX);
            glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoord); 
            glEnableVertexAttribArray(ATTRIB_TEXCOORD);
            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
            if (![self validateProgram:normalProg]) {
                NSLog(@"Failed to validate program: %d", normalProg);
                return;
            }
            glUseProgram(0);
        }
        counter++;

[(EAGLView *)self.view presentFramebuffer];

Fragment Shader

precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D tex; //the input texture
uniform float du; //the width of the cells
uniform float dv; //the height of the cells
    void main() {
        int count = 0;

        vec4 C = texture2D( tex, v_texCoord );
        vec4 E = texture2D( tex, vec2(v_texCoord.x + du, v_texCoord.y) );
        vec4 N = texture2D( tex, vec2(v_texCoord.x, v_texCoord.y + dv) );
        vec4 W = texture2D( tex, vec2(v_texCoord.x - du, v_texCoord.y) );
        vec4 S = texture2D( tex, vec2(v_texCoord.x, v_texCoord.y - dv) );
        vec4 NE = texture2D( tex, vec2(v_texCoord.x + du, v_texCoord.y + dv) );
        vec4 NW = texture2D( tex, vec2(v_texCoord.x - du, v_texCoord.y + dv) );
        vec4 SE = texture2D( tex, vec2(v_texCoord.x + du, v_texCoord.y - dv) );
        vec4 SW = texture2D( tex, vec2(v_texCoord.x - du, v_texCoord.y - dv) );

        if (E.r == 1.0) { count++; }
        if (N.r == 1.0) { count++; }
        if (W.r == 1.0) { count++; }
        if (S.r == 1.0) { count++; }
        if (NE.r == 1.0) { count++; }
        if (NW.r == 1.0) { count++; }
        if (SE.r == 1.0) { count++; }
        if (SW.r == 1.0) { count++; }

        if ( (count == 2 || count == 3)) {
            gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); //cell lives...
        } else {
            gl_FragColor = vec4(0.0,0.0,0.0, 1.0); //cell dies...
        }
    }

回答1:

Do I understand your code right, that you want to render a result to a texture in the first if-else-block and render that result to screen in the second if-else-block? If so, then it looks like you have a mistake in how you organize your input and output to begin with. This is what happens in your first pass (I reduced your code):

if(counter%2==0)
{
    glBindFramebuffer(GL_FRAMEBUFFER, fboA); // will render to textureA
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, textureB); // textureB is our input
} else {
    ...
}

if (counter % 2 == 0) {
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, textureB); // textureB still as input? not textureA?
} else {
    ...
}

...and this is what happens in the second pass:

if(counter%2==0)
{
    ...
} else {
    glBindFramebuffer(GL_FRAMEBUFFER, fboB); // will render to textureB
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, textureA); // textureA as input
}

if (counter % 2 == 0) {
    ...
} else {
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, textureA); // textureA as input again?
}

The reason why you see something in the first frame is, because you actually render your input data, but not the result of your first pass. And the reason why you have black screen in your second pass may be that your fragment shader does not work correctly. Judging from your shader code, a mistake in accessing the neighbor texels seems to be the most plausible cause for that. Can you provide the values of duand dv?

Also I don't think that using only one texture unit should make any trouble, as Brad pointed out earlier. I'm not sure about that though.

On a side note: for ping-ponging you should consider creating your FBOs as an array to make your code a lot more readable.

EDIT:

I you have problems setting your uniforms du and dv with glUniform1f(), try glUniform1i() (you need to cast with float() in your shader then) or glUniform1fv() instead. I once had the same problem with the PowerVR GLES2 drivers, where this function didn't do anything and caused the uniform to be 0.0.



回答2:

You have two textures that you'd like to deal with, yet I see only one texture unit being used here. Perhaps if you bound your FBO texture to texture unit one using code like the following:

glBindFramebuffer(GL_FRAMEBUFFER, fboA);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureA);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureB);

or

glBindFramebuffer(GL_FRAMEBUFFER, fboB);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureB);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureA);

before you render each frame, it would properly read from the one texture bound to unit 0 and output via the FBO to the other texture on unit 1.

As an alternative, you could permanently bind one texture to one unit and the other to the other unit, and alternate values for your AUTOMATE_TEXT uniform to indicate which unit to pull from. This would be a little more efficient, because it would avoid the overhead of binding the textures on every render.