iPhone opengl ES copy framebuffer into the renderbuffer - iphone

Hy folks,
I'm working on an animation in opengl es. The animation should draw squares. This works already, but how can I copy the content from the Framebuffer into the renderbuffer, the problem is that with every frame only one square is on the display.
When I tested it in the simulator and it worked. With every new frame a knew square is drawn and the others that have been drawn already are still on the screen. But when I tested it on the device it didn't worked. The screen was just blinking.
I think this happens because my mac like every other computer is using doublebuffering and the iPhone dosen't.
Please help me.
This is how I'm setting up my Framebuffer:
- (BOOL)createFramebuffer {
glGenFramebuffersOES(1, &viewFramebuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
if (USE_DEPTH_BUFFER) {
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
}
if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
NSLog(#"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
return NO;
}
return YES;
}
I also wrote a setupView Methode:
- (void)setupView {
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
// glEnable(GL_DEPTH_TEST); // Enables Depth Testing
// glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glViewport(0,0,backingWidth,backingHeight); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)backingWidth/(GLfloat)backingHeight,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
isSetUp = YES;
}
This is my drawView Methode:
const GLfloat squareVertices[] = {
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, -1.0f, 0.0f
};
[EAGLContext setCurrentContext:context];
if (!isSetUp) {
[self setupView];
}
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
//glClear(GL_COLOR_BUFFER_BIT);
//////////////////////Variablen
float xg = -26;
float yg = 35.5;
float z = -100.0;
float abstandXg = 3.0;
float abstandYg = 3.0;
for (int i = 0; i < 26; i++) {
//arrayKoordinatenY[j] = y - abstandY * (j);
for (int j = 0; j<=17; j++) {
// glLoadIdentity();
//arrayKoordinatenX[i] = x + abstandX * (i);
//glTranslatef(arrayKoordinatenX[j],arrayKoordinatenY[i],z);
glTranslatef(xg,yg,z);
glEnableClientState(GL_VERTEX_ARRAY);
glColor4f(0.0f,0.0f,0.0f,0.0f);
glVertexPointer(3, GL_FLOAT, 0, squareVertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
arrayKoordinatenX[j]=xg;
xg = xg + abstandXg;
}
xg = -26.0;
arrayKoordinatenY[i]=yg;
yg = yg - abstandYg;
}
//// Here comes the Part where the squares are draw
.
.
.
/////
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}

glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity();
OK - but where is the same thing for GL_MODELVIEW ?

Related

Drawing into OpenGL ES framebuffer and getting UIImage from it on iPhone

I'm trying to do offscreen rendering of some primitives in OpenGL ES on iOS. The code is as follows:
// context and neccesary buffers
#interface RendererGL
{
EAGLContext* myContext;
GLuint framebuffer;
GLuint colorRenderbuffer;
GLuint depthRenderbuffer;
}
.m file:
- (id) init
{
self = [super init];
if (self)
{
// initializing context
myContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
[EAGLContext setCurrentContext:myContext];
[self setupOpenGL]; // creating buffers
}
return self;
}
-(void) setupOpenGL
{
int width = 256;
int height = 256;
// generating buffers and binding them as Apple,s tutorial says
glGenFramebuffersOES(1, &framebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
glGenRenderbuffersOES(1, &colorRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_RGBA8_OES, width, height);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer);
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, width, height);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) ;
if(status != GL_FRAMEBUFFER_COMPLETE_OES) {
NSLog(#"failed to make complete framebuffer object %x", status);
}
}
- (UIImage *) renderImage
{
int width = 256;
int height = 256;
[EAGLContext setCurrentContext:myContext];
glEnable(GL_DEPTH_TEST);
// clear color - cyan
glClearColor(0.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// trying to draw some primitive - red line
float line[] = {-0.5f, -0.5f, 0.5f, 0.5f};
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer); //should I do this?
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, line);
glColor4f(1.0, 0.0, 0.0, 1.0);
glLineWidth(10);
glDrawArrays(GL_LINES, 0, 2); // draw line with two points
[myContext presentRenderbuffer:GL_RENDERBUFFER_OES]; // and this?
// then I grab image from _frameBuffer and return it as UIImage - this part is working
NSInteger x = 0, y = 0;
NSInteger dataLength = width * height * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGImageRef iref = CGImageCreate(width, height, 8, 32, width * 4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast,
ref, NULL, true, kCGRenderingIntentDefault);
UIGraphicsBeginImageContext(CGSizeMake(width, height));
CGContextRef cgcontext = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(cgcontext, kCGBlendModeCopy);
CGContextDrawImage(cgcontext, CGRectMake(0.0, 0.0, width, height), iref);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);
return image;
}
the problem is that -renderImage returning completely cyan image, without red line. What can it be? Did I missed some actions before drawing line?
the first problem is that I was creating EAGLContext for OpenGL ES 2.0, but functions which I used were for OpenGL ES 1.1. The solution is to set constant to kEAGLRenderingAPIOpenGLES1
the second - I did not set model and projection matricies (if I use 1.1)
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
after this all works)

OpenGL ES on iPhone doesn't draw anything

I'm an absolute beginner in OpenGL ES programming in iOS.
This is my first attempt to draw some simple 2D primitives with OpenGL ES onto a view.
Here is the class declaration:
#interface OGLGameCanvas : UIView <GameCanvas> {
EAGLContext* context;
Game* game;
GLuint framebuffer, renderbuffer, depthbuffer;
}
Here is my initialization code:
- (void)initialize {
// Get the layer and set properties
CAEAGLLayer* layer = (CAEAGLLayer*)self.layer;
layer.opaque = NO;
layer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
// Set the context
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
if (!context || ![EAGLContext setCurrentContext:context])
DLog(#"Cannot create EAGLContext!");
// Create the color buffer and the render buffer
glGenFramebuffers(1, &framebuffer);
glGenRenderbuffers(1, &renderbuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)layer];
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
NSLog(#"Failed to make complete frame buffer: %x", status);
// Get width and height of the render buffer
GLint width, height;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
// Create and start animation loop
CADisplayLink* displayLink = [CADisplayLink displayLinkWithTarget:self selector:#selector(drawFrame:)];
[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
and my drawing code:
- (void)drawFrame:(CADisplayLink*)sender {
glLoadIdentity();
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
GLfloat vertices[] = { -20.0f, 2.5f, 0.0f, 0.0f, 1.5f, 7.5f };
glVertexPointer(2, GL_FLOAT, 0, vertices);
glColor4f(1.0, 0.0, 0.0, 1.0);
glPointSize(5.0);
glDrawArrays(GL_POINTS, 0, 3);
glDisableClientState(GL_VERTEX_ARRAY);
[context presentRenderbuffer:GL_RENDERBUFFER];
}
The canvas gets cleared (in fact, it becomes black, or red, or whatever I set into glClearColor), but no points are drawn.
I'm pretty sure I'm forgetting something basic and essential.
Thanks for your help.
The problem is here:
GLfloat vertices[] = { -20.0f, 2.5f, 0.0f, 0.0f, 1.5f, 7.5f };
The normalized device coordinates lay in range [-1..1] so you're drawing them outside the visible area.
And here:
You have to do this before drawing.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

OpenGL ES 1.1 wont render textures?

Right, I posted a similar question, Ive tried completely rebuilding the files and what happens now is textures aren't rendering at all. The image is 512x512. For some reason the texture works on simulator but not my iPod.
In a class called EAGLView there is, beginDraw and finishDraw which are called at the beggining and end of my game loop. Layout subviews is called when I create the view.
-(void)beginDraw
{
// Make sure that you are drawing to the current context
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
// make sure we are in model matrix mode and clear the frame
glMatrixMode(GL_MODELVIEW);
glClear(GL_COLOR_BUFFER_BIT);
// set a clean transform
glLoadIdentity();
}
-(void)finishDraw
{
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
- (void)layoutSubviews
{
[EAGLContext setCurrentContext:context];
[self destroyFramebuffer];
[self createFramebuffer];
[self setupViewLandscape];
}
- (BOOL)createFramebuffer {
glGenFramebuffersOES(1, &viewFramebuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
if (USE_DEPTH_BUFFER) {
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
}
if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
NSLog(#"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
return NO;
}
return YES;
}
My texturedQuad render method is
-(void)render
{
glVertexPointer(vertexSize, GL_FLOAT, 0, vertexes);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(colorSize, GL_FLOAT, 0, colors);
glEnableClientState(GL_COLOR_ARRAY);
if (materialKey != nil) {
[[MaterialController sharedMaterialController] bindMaterial:materialKey];
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, uvCoordinates);
}
//render
glDrawArrays(renderStyle, 0, vertexCount);
}
Also here is the bindMaterial method:
-(void)bindMaterial:(NSString*)materialKey
{
NSNumber *numberObj = [materialLibrary objectForKey:materialKey];
if (numberObj == nil) return;
GLuint textureID = [numberObj unsignedIntValue];
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textureID);
}
It is called when my sceneObject is rendered:
(TexturedQuad is a subclass of mesh)
-(void)render
{
if (!mesh || !active) return; // if we do not have a mesh, no need to render
// clear the matrix
glPushMatrix();
glLoadIdentity();
glMultMatrixf(matrix);
[mesh render];
glPopMatrix();
}
And lastly my Test class:
Awake is called when the object is added to the scene
-(void)awake
{
self.mesh = [[MaterialController sharedMaterialController] quadFromAtlasKey:#"boxNotSelected"];
self.scale = BBPointMake(50.0, 50.0, 1.0);
}
Thanks for taking your time to read this and thanks if you offer any help =]
Are you making any calls to glTexParameter anywhere, and are you creating mip maps? It could just be that the GPU is sampling a map you haven't supplied. What happens if you set MIN_FILTER to GL_NEAREST or GL_LINEAR?
Answer turned out to be the even though my texture was called menuAtlas both in the file manager at the side and in the code it wouldn't work so changing both to mA worked. I don't understand why but I have a suspicion that it involves something to do with caching.

(iOS) OpenGL ES (2.0) Application, how to move the object in Z?

I'm playing with OpenGL ES (2.0) Application (iOS) source code in XCode and was trying to make the colorful square move in the Z coordinate, so I tried to change the shader code from
gl_Position.y += sin(translate) / 2.0;
to
gl_Position.z += sin(translate) / 2.0;
with no success.
The square doesn't move at all.
It moves well in X and Y thought...
Is there some option I need to activate when initializing OpenGL? Thanks!
UPDATE:
I've uploaded an example. This is roughly the OpenGL ES template that XCode generates, I just added the calls to create the depth buffer, and the gl_Position.x to gl_Position.z += sin(translate) / 2.0f in the Shader.vsh.
I wish to see the square move in a sinusoidal form on the Z coordinate but it just won't. Either it keeps still or, if I multiply the sin(), it will appear and disappear in a cycle.
If anyone can help me out I'll be most grateful, since sincerely I do not know what else to do, and believe me I tried alot...
The source is in a zip at: http://cl.ly/24240x2D1t2A3I0c1l1P
Thank you!
The example you are looking at has no depth buffer and a perspective matrix intended for 2D GL. Look at the aurioTouch example instead. in the EAGLView class you will notice an option to implement the depth buffer. The two combined (since aurioTouch doesn't implement shaders) should give a better understanding
I think the order of operations you have in your method are causing the problem.
Here's the code I use in my app "Live Effects Cam" which places the live camera as a GL Texture on shapes:
#define DEGREES_TO_RADIANS(__ANGLE__) ((__ANGLE__) / 180.0 * M_PI)
#interface GLView : UIView
{
#private
/* The pixel dimensions of the backbuffer */
GLint backingWidth;
GLint backingHeight;
EAGLContext *context;
/* OpenGL names for the renderbuffer and framebuffers used to render to this view */
GLuint viewRenderbuffer;
GLuint viewFramebuffer;
GLuint depthRenderbuffer;
/* OpenGL name for the sprite texture */
GLuint spriteTexture;
}
#property (readonly) GLint backingWidth;
#property (readonly) GLint backingHeight;
#property (readonly) EAGLContext *context;
- (void) drawView;
- (BOOL) createFramebuffer;
- (void) destroyFramebuffer;
+ (UIImage *) snapshot:(GLView *)eaglview;
#end
#implementation GLView
#synthesize backingWidth;
#synthesize backingHeight;
#synthesize context;
+ (Class) layerClass
{
return [CAEAGLLayer class];
}
- (id)init
{
self = [[super init] initWithFrame:CGRectMake(0.0, 0.0, 480.0, 640.0)]; // size of the camera image being captures
if ( self==nil )
return self;
// Set Content Scaling
//
if ( HIRESDEVICE )
{
self.contentScaleFactor = (CGFloat)2.0;
}
// Get our backing layer
//
CAEAGLLayer *eaglLayer = (CAEAGLLayer*) self.layer;
// Configure it so that it is opaque, does not retain the contents of the backbuffer when displayed, and uses RGBA8888 color.
//
eaglLayer.opaque = YES;
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking,
kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat,
nil];
// Create our EAGLContext, and if successful make it current and create our framebuffer.
//
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
if(!context || ![EAGLContext setCurrentContext:context] || ![self createFramebuffer])
{
[self release];
return nil;
}
// Final View Settings
//
[self setOpaque:YES];
self.multipleTouchEnabled = YES;
self.backgroundColor = [UIColor clearColor];
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLfloat zNear = 1.0;
GLfloat zFar = 1000.0;
GLfloat fieldOfView = 90; // Lens Angle of View
GLfloat size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0);
CGRect rect = CGRectMake( (CGFloat)0.0, (CGFloat)0.0, backingWidth, backingHeight);
glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar);
glViewport(0, 0, backingWidth, backingHeight);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_MULTISAMPLE);
glEnable(GL_LINE_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
glDisable(GL_ALPHA_TEST);
// Turn Translucent Textures: OFF
//
glDisable(GL_BLEND);
// // Turn Translucent Textures: ON
// //
// glEnable(GL_BLEND);
// glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
return self;
}
- (void) drawView
{
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
- (BOOL)createFramebuffer
{
// Generate IDs for a framebuffer object and a color renderbuffer
//
glGenFramebuffersOES(1, &viewFramebuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
// This call associates the storage for the current render buffer with the EAGLDrawable (our CAEAGLLayer)
// allowing us to draw into a buffer that will later be rendered to screen whereever the layer is (which corresponds with our view).
//
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
// If this app uses a depth buffer, we'll create and attach one via another renderbuffer.
//
if ( YES )
{
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
}
if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES)
{
NSLog(#"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
return NO;
}
return YES;
}
- (void) destroyFramebuffer
{
glDeleteFramebuffersOES(1, &viewFramebuffer);
viewFramebuffer = 0;
glDeleteRenderbuffersOES(1, &viewRenderbuffer);
viewRenderbuffer = 0;
if(depthRenderbuffer)
{
glDeleteRenderbuffersOES(1, &depthRenderbuffer);
depthRenderbuffer = 0;
}
}
+ (UIImage *) snapshot:(GLView *)eaglview
{
NSInteger x = 0;
NSInteger y = 0;
NSInteger width = [eaglview backingWidth];
NSInteger height = [eaglview backingHeight];
NSInteger dataLength = width * height * 4;
// Need to do this to get it to flush before taking the snapshit
//
NSUInteger i;
for ( i=0; i<100; i++ )
{
glFlush();
CFRunLoopRunInMode(kCFRunLoopDefaultMode, (float)1.0/(float)60.0, FALSE);
}
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
// Read pixel data from the framebuffer
//
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
// Create a CGImage with the pixel data
// If your OpenGL ES content is opaque, use kCGImageAlphaNoneSkipLast to ignore the alpha channel
// otherwise, use kCGImageAlphaPremultipliedLast
//
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGImageRef iref = CGImageCreate(width, height, 8, 32, width * 4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast, ref, NULL, true, kCGRenderingIntentDefault);
// OpenGL ES measures data in PIXELS
// Create a graphics context with the target size measured in POINTS
//
NSInteger widthInPoints;
NSInteger heightInPoints;
if (NULL != UIGraphicsBeginImageContextWithOptions)
{
// On iOS 4 and later, use UIGraphicsBeginImageContextWithOptions to take the scale into consideration
// Set the scale parameter to your OpenGL ES view's contentScaleFactor
// so that you get a high-resolution snapshot when its value is greater than 1.0
//
CGFloat scale = eaglview.contentScaleFactor;
widthInPoints = width / scale;
heightInPoints = height / scale;
UIGraphicsBeginImageContextWithOptions(CGSizeMake(widthInPoints, heightInPoints), NO, scale);
}
else
{
// On iOS prior to 4, fall back to use UIGraphicsBeginImageContext
//
widthInPoints = width;
heightInPoints = height;
UIGraphicsBeginImageContext(CGSizeMake(widthInPoints, heightInPoints));
}
CGContextRef cgcontext = UIGraphicsGetCurrentContext();
// UIKit coordinate system is upside down to GL/Quartz coordinate system
// Flip the CGImage by rendering it to the flipped bitmap context
// The size of the destination area is measured in POINTS
//
CGContextSetBlendMode(cgcontext, kCGBlendModeCopy);
CGContextDrawImage(cgcontext, CGRectMake(0.0, 0.0, widthInPoints, heightInPoints), iref);
// Retrieve the UIImage from the current context
UIImage *image = UIGraphicsGetImageFromCurrentImageContext(); // autoreleased image
UIGraphicsEndImageContext();
// Clean up
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);
return image;
}
#end
// Create default framebuffer object.
glGenFramebuffers(1, &defaultFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
// Create color render buffer and allocate backing store.
glGenRenderbuffers(1, &depthRenderbuffer); <----
glGenRenderbuffers(1, &colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer); <----
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer];
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &framebufferWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &framebufferHeight);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, framebufferWidth, framebufferHeight); <----
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer); <----
I've added that to my code (the ... <----) and now I get a pinkish screen (lol). Any ideas? This is really frustrating. Shouldn't I do something in the setFrame.. presentFrame..?

iPhone OpenGL ES Contexts and Framebuffers

I'm attempting to setup a framebuffer properly in order to support depth and correct perspective. I'm using the OpenGL ES Application template in XCode and I have been following the guidelines in the OpenGL ES Programming Guide.
I have my renderer set to ES1 manually since I just want to get something rendering with depth using the FFP.
This is my current code:
#import "ES1Renderer.h"
#import "water.h"
//#import "EAGLError.h"
#define PRINT_GLERR(error) ((error == GL_NO_ERROR) ? NSLog(#"No error") : NSLog(#"GL Error: %d", (error)))
//#define GLE(X) {X; eglGetError(); }
#implementation ES1Renderer
// Create an OpenGL ES 1.1 context
- (id)init
{
if ((self = [super init]))
{
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
if (!context || ![EAGLContext setCurrentContext:context])
{
[self release];
return nil;
}
glGenFramebuffersOES(1, &framebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
glGenRenderbuffersOES(1, &colorRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer);
glViewport(0, 0, backingWidth, backingHeight);
// Start in projection mode.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double xmin, xmax, ymin, ymax;
ymax = NEAR_PLANE * tanf(DEGREES_TO_RADIANS(FOV) / 2.0f);
ymin = -ymax;
xmin = ymin * ((float)backingWidth / (float)backingHeight);
xmax = ymax * ((float)backingWidth / (float)backingHeight);
glFrustumf(xmin, xmax, ymin, ymax, NEAR_PLANE, FAR_PLANE);
glViewport(0, 0, backingWidth, backingHeight);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthRangef(0.0f, 1.0f);
glDepthMask(TRUE);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
return self;
}
- (void)render
{
static const GLfloat squareVertices[] = {
-0.5f, -0.33f, -1.0f,
0.5f, -0.33f, -1.0f,
-0.5f, 0.33f, -1.0f,
0.5f, 0.33f, -1.0f,
};
static const GLubyte squareColors[] = {
255, 255, 0, 255,
0, 255, 255, 255,
0, 0, 0, 0,
255, 0, 255, 255,
};
static float transY = 0.0f;
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
glViewport(0, 0, backingWidth, backingHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, (GLfloat)(sinf(transY)/2.0f), 0.0f);
transY += 0.075f;
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glVertexPointer(3, GL_FLOAT, 0, squareVertices);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, squareColors);
glEnableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
- (BOOL)resizeFromLayer:(CAEAGLLayer *)layer
{
glGenFramebuffersOES(1, &framebuffer);
glGenRenderbuffersOES(1, &colorRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES)
{
NSLog(#"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
return NO;
}
return YES;
}
- (void)dealloc
{
if (framebuffer)
{
glDeleteFramebuffersOES(1, &framebuffer);
framebuffer = 0;
}
if (colorRenderbuffer)
{
glDeleteRenderbuffersOES(1, &colorRenderbuffer);
colorRenderbuffer = 0;
}
if (depthRenderbuffer)
{
glDeleteRenderbuffersOES(1, &depthRenderbuffer);
depthRenderbuffer = 0;
}
if ([EAGLContext currentContext] == context)
[EAGLContext setCurrentContext:nil];
[context release];
context = nil;
[super dealloc];
}
#end
When I commend out this part of the code:
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
I get a quad that bounces up and down and renders correctly. Any help on the depth issue would be awesome!