Reputation: 276
I'm new to opengl and tried to get the behavior like Apple's GLPaint in OpenGL ES 2.0. Here's what I got:
As you can see, the finger drawing is not continuous but dashed. I tried to change my texture, tried to use GL_STREAM_DRAW option but it seems not work. Can anyone give me some clue to narrow down the problem scope or some hint to a solution? Thanks.
Below are shaders and related code:
Vertex Shader:
attribute vec4 Position;
attribute vec4 SourceColor;
uniform mat4 Projection;
varying vec4 DestinationColor;
void main(void) {
DestinationColor = SourceColor;
gl_Position = Position * Projection;
gl_PointSize = 50.0;
}
Fragment Shader:
uniform sampler2D texture;
void main ( ){
gl_FragColor = texture2D(texture, gl_PointCoord);
}
render procedure:
- (void) renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end withContainer: (DVDrawingElement*)container
{
static Vertex* vertexBuffer = NULL;
static NSUInteger vertexMax = 64;
NSUInteger vertexCount = 0,
count,
i;
// Convert locations from Points to Pixels
CGFloat scale = self.contentScaleFactor;
start.x *= scale;
start.y *= scale;
end.x *= scale;
end.y *= scale;
// Allocate vertex array buffer
if(vertexBuffer == NULL)
vertexBuffer = malloc(vertexMax * 2 * sizeof(Vertex));
// Add points to the buffer so there are drawing points every X pixels
count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1);
NSLog(@"start:%@ --- end: %@, count=%d", [NSValue valueWithCGPoint:start], [NSValue valueWithCGPoint:end], count);
for(i = 0; i < count; ++i) {
if(vertexCount == vertexMax) {
vertexMax = 2 * vertexMax;
vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(Vertex));
}
vertexBuffer[i].Position[0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count);
vertexBuffer[i].Position[1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count);
vertexBuffer[i].Position[2] = 0.0f;
// color is RGBA.
vertexBuffer[i].Color[0] = r;
vertexBuffer[i].Color[1] = g;
vertexBuffer[i].Color[2] = b;
vertexBuffer[i].Color[3] = a;
vertexCount += 1;
}
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertexCount * sizeof(Vertex), vertexBuffer, GL_STATIC_DRAW);
glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE,
sizeof(Vertex), 0);
glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (GLvoid*) (sizeof(float) *3));
glUniform1i(_textureSlot, 0);
glActiveTexture(GL_TEXTURE0);
glDrawArrays(GL_POINTS, 0, vertexCount);
[_context presentRenderbuffer:GL_RENDERBUFFER];
}
Upvotes: 1
Views: 5076
Reputation: 276
Finally I found that an option is missed from setting, as following code shows:
- (void)setupLayer {
_eaglLayer = (CAEAGLLayer*) self.layer;
_eaglLayer.opaque = YES;
_eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:**[NSNumber numberWithBool:YES
], kEAGLDrawablePropertyRetainedBacking,**
kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat,
nil];
}
By setting this kEAGLDrawablePropertyRetainedBacking flag to YES, opengl will retain drawings between frames instead of cleaning every frame.
Following is a fixed version:
Upvotes: 3