I use the openGL ES 1.0. After decoding stream data, it is changed to RGBA bits. And then I transfer RGBA bytes to 'renderer' method with parameter.
the renderer method is called by each frame routines. Because RGBA bytes are changed every times.
But it doesn't draw any picture frames. Just the white rectangle and background gray color are displayed. What is the problem?
[initialize]
- (id <ESRenderer>) init
{
if (self = [super init])
{
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
if (!context || ![EAGLContext setCurrentContext:context])
{
[self release];
return nil;
}
// Create default framebuffer object. The backing will be allocated for the current layer in -resizeFromLayer
glGenFramebuffersOES(1, &defaultFramebuffer);
glGenRenderbuffersOES(1, &colorRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &frameTexture);
glBindTexture(GL_TEXTURE_2D, frameTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, frameTexture, 0);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer);
}
return self;
}
[Renderer method. It is called by outside per each frames]
static const GLfloat verticesForGL_TRIANGLE_STRIP[] = {
-0.8, 0.8, 0.0, //v1
0.0, 1.0, //UV1
-0.8, -0.8, 0.0, //v2
0.0, 0.0, //UV2
0.8, 0.8, 0.0, //v3
1.0, 1.0, //UV3
0.8, -0.8, 0.0, //v4
1.0, 0.0, //UV4
};
- (void)render:(uint8_t*)data
{
if ([EAGLContext currentContext] != context)
[EAGLContext setCurrentContext:context];
glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, backingWidth, backingHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(-1.1f, 1.1f, -1.1f, 1.1f, -2.0f, 2.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1280, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, frameTexture);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(GLfloat)*5, verticesForGL_TRIANGLE_STRIP);
glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat)*5, &verticesForGL_TRIANGLE_STRIP[0]+3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}