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  • OpenGL ES中MRT应用

    Demo涵盖了OpenGL ES 3.0 的一系列新特性:

    1、VAO和VBO

    2、帧缓冲对象

    3、MRT

    效果:

    代码:

      1 //yf's version
      2 #define STB_IMAGE_IMPLEMENTATION
      3 #include <stdlib.h>
      4 #include "esUtil.h"
      5 #include "stb_image.h"
      6 
      7 typedef struct
      8 {
      9     // Handle to a program object
     10     GLuint programObject;
     11     GLuint programObjectQuad;
     12 
     13     GLuint cubeVAO, cubeVBO;
     14     GLuint floorVAO, floorVBO;
     15     GLuint quadVAO, quadVBO;
     16     GLuint framebuffer;
     17 
     18     ESMatrix mvMatrix;
     19     ESMatrix mvpMatrix;
     20 
     21     GLuint mvLoc;
     22     GLuint mvpLoc;
     23 
     24     GLuint cubeTexture;
     25     GLuint floorTexture;
     26 
     27     // Rotation angle
     28     GLfloat angle;
     29 
     30     GLuint texIDfloor;
     31     GLuint texIDcube;
     32 
     33     GLuint texColorbuffer;
     34     GLuint texColorArray[4];
     35 
     36     GLuint textureWidth;
     37     GLuint textureHeight;
     38 } UserData;
     39 
     40 GLfloat cubeVertices[] = {
     41     // Positions          // Texture Coords
     42     -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
     43     0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
     44     0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
     45     0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
     46     -0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
     47     -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
     48 
     49     -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
     50     0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
     51     0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
     52     0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
     53     -0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
     54     -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
     55 
     56     -0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
     57     -0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
     58     -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
     59     -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
     60     -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
     61     -0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
     62 
     63     0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
     64     0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
     65     0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
     66     0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
     67     0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
     68     0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
     69 
     70     -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
     71     0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
     72     0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
     73     0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
     74     -0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
     75     -0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
     76 
     77     -0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
     78     0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
     79     0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
     80     0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
     81     -0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
     82     -0.5f, 0.5f, -0.5f, 0.0f, 1.0f
     83 };
     84 GLfloat floorVertices[] = {
     85     // Positions          // Texture Coords (note we set these higher than 1 that together with GL_REPEAT as texture wrapping mode will cause the floor texture to repeat)
     86     5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
     87     -5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
     88     -5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
     89 
     90     5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
     91     -5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
     92     5.0f, -0.5f, -5.0f, 2.0f, 2.0f
     93 };
     94 //渲染到这个四边形
     95 GLfloat quadVertices[] = {   // Vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates.
     96     // Positions   // TexCoords
     97     -1.0f, 1.0f, 0.0f, 1.0f,
     98     -1.0f, -1.0f, 0.0f, 0.0f,
     99     1.0f, -1.0f, 1.0f, 0.0f,
    100 
    101     -1.0f, 1.0f, 0.0f, 1.0f,
    102     1.0f, -1.0f, 1.0f, 0.0f,
    103     1.0f, 1.0f, 1.0f, 1.0f
    104 };
    105 
    106 GLuint screenWidth = 600;
    107 GLuint screenHeight = 400;
    108 
    109 GLuint LoadTextureFile(const char* filename)
    110 {
    111     GLuint texID;
    112     glGenTextures(1, &texID);
    113     glBindTexture(GL_TEXTURE_2D, texID);
    114     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    115     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    116     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    117     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    118     int width, height, nrChannels;
    119     unsigned char *data = stbi_load(filename, &width, &height, &nrChannels, 0);
    120     if (data)
    121     {
    122         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
    123         glGenerateMipmap(GL_TEXTURE_2D);
    124     }
    125     else
    126         printf("Failed to load texture
    ");
    127     stbi_image_free(data);
    128     return texID;
    129 }
    130 
    131 char vShaderStr[] =
    132 "#version 300 es                                         
    "
    133 "layout(location = 0) in vec4 a_position;                 
    "
    134 "layout(location = 1) in vec2 a_texCoord;                 
    "
    135 "uniform mat4 u_mvpMatrix;                                 
    "
    136 "out vec2 v_texCoord;                                     
    "
    137 "void main()                                             
    "
    138 "{                                                         
    "
    139 "    gl_Position = u_mvpMatrix * a_position;             
    "
    140 "     v_texCoord=a_texCoord;                                 
    "
    141 "}                                                         
    ";
    142 
    143 char fShaderStr[] =
    144 "#version 300 es                                         
    "
    145 "precision mediump float;                                 
    "
    146 "in vec2 v_texCoord;                                     
    "
    147 "uniform sampler2D screenTexture;                         
    "
    148 "out vec4 outColor;                                         
    "
    149 "void main()                                             
    "
    150 "{                                                         
    "
    151 "    outColor = texture(screenTexture,v_texCoord);         
    "
    152 "}                                                         
    ";
    153 
    154 //填充quad面片的VS
    155 char vScreenShaderStr[] =
    156 "#version 300 es                                                    
    "
    157 "layout(location = 0) in vec2 a_position;                            
    "
    158 "layout(location = 1) in vec2 texCoord;                                
    "
    159 "out vec2 v_texCoord;                                                
    "
    160 "void main()                                                        
    "
    161 "{                                                                    
    "
    162 "   gl_Position = vec4(a_position.x,a_position.y,0.0,1.0);          
    "
    163 "   v_texCoord=texCoord;                                            
    "
    164 "}                                                                    
    ";
    165 
    166 ////正常:outColor=texture(Texture,v_texCoord);
    167 char fScreenShaderStr[] =                                                //正常Shader
    168 "#version 300 es                                                    
    "
    169 "precision mediump float;                                            
    "
    170 "out vec4 outColor;                                                    
    "
    171 "in vec2 v_texCoord;                                                
    "
    172 "uniform sampler2D Texture;                                            
    "
    173 "void main()                                                        
    "
    174 "{                                                                    
    "
    175 //"    outColor=texture(Texture,v_texCoord);                            
    "//正常色
    176 "    outColor=vec4(vec3(1.0-texture(Texture,v_texCoord)),1.0);        
    "//反色
    177 "}                                                                    
    ";
    178 
    179 char fScreenShaderStrKernel[] =//核效果着色器
    180 "#version 300 es                                                    
    "
    181 "precision mediump float;                                            
    "
    182 "const float offset=1.0/300.0;                                        
    "
    183 "layout(location = 0) out vec4 outColor0;                            
    "
    184 "layout(location = 1) out vec4 outColor1;                            
    "
    185 "layout(location = 2) out vec4 outColor2;                            
    "
    186 "layout(location = 3) out vec4 outColor3;                            
    "
    187 "in vec2 v_texCoord;                                                
    "
    188 "uniform sampler2D Texture;                                            
    "
    189 "void main()                                                        
    "
    190 "{                                                                    
    "
    191 "    vec2 offsets[9] = vec2[](                                                                
    "
    192 "    vec2(-offset, offset),                                                                     
    "
    193 "    vec2(0.0f, offset),                                                                     
    "
    194 "    vec2(offset, offset),                                                                     
    "
    195 "    vec2(-offset, 0.0f),                                                                       
    "
    196 "    vec2(0.0f, 0.0f),                                                                       
    "
    197 "    vec2(offset, 0.0f),                                                                       
    "
    198 "    vec2(-offset, -offset),                                                                 
    "
    199 "    vec2(0.0f, -offset),                                                                    
    "
    200 "    vec2(offset, -offset)                                                                     
    "
    201 "    );                                                                                        
    "
    202 
    203 "    float kernel[9] = float[](                                                                
    "//模糊核0
    204 "        1.0/16.0, 2.0/16.0, 1.0/16.0,                                                        
    "
    205 "        2.0/16.0, 4.0/16.0, 2.0/16.0,                                                        
    "
    206 "        1.0/16.0, 2.0/16.0, 1.0/16.0                                                        
    "
    207 "    );                                                                                        
    "
    208 "    vec3 sampleTex[9];                                                                        
    "
    209 "    for (int i = 0; i < 9; i++)                                                                
    "
    210 "    {                                                                                        
    "
    211 "        sampleTex[i] = vec3(texture(Texture, v_texCoord.st + offsets[i]));                    
    "
    212 "    }                                                                                        
    "
    213 "    vec3 col = vec3(0.0);                                                                    
    "
    214 "    for (int i = 0; i < 9; i++)                                                                
    "
    215 "        col += sampleTex[i] * kernel[i];                                                    
    "
    216 "    outColor0 = vec4(col, 1.0);                                                                
    "
    217 
    218 "    kernel = float[](                                                                        
    "//锐化核1
    219 "        -1, -1, -1,                                                                            
    "
    220 "        -1, 9, -1,                                                                            
    "
    221 "        -1, -1, -1                                                                            
    "
    222 "        );                                                                                    
    "
    223 "    for (int i = 0; i < 9; i++)                                                                
    "
    224 "    {                                                                                        
    "
    225 "        sampleTex[i] = vec3(texture(Texture, v_texCoord.st + offsets[i]));                    
    "
    226 "    }                                                                                        
    "
    227 "    col = vec3(0.0);                                                                        
    "
    228 "    for (int i = 0; i < 9; i++)                                                                
    "
    229 "        col += sampleTex[i] * kernel[i];                                                    
    "
    230 "    outColor1 = vec4(col, 1.0);                                                                
    "
    231 "    outColor2 = texture(Texture,v_texCoord);                                                
    "//正常色2
    232 "    outColor3 = vec4(vec3(1.0-texture(Texture,v_texCoord)),1.0);                            
    "//反色3
    233 "}                                                                                            
    ";
    234 
    235 int Init(ESContext *esContext)
    236 {
    237     UserData *userData = esContext->userData;
    238     userData->textureWidth = 600;
    239     userData->textureHeight = 400;
    240     // Load the shaders and get a linked program object
    241     userData->programObject = esLoadProgram(vShaderStr, fShaderStr);//载入文件、附件、编译、判错、删除Shader
    242     userData->programObjectQuad = esLoadProgram(vScreenShaderStr, fScreenShaderStrKernel);
    243 
    244     userData->angle = 0.0f;
    245     userData->mvLoc = glGetUniformLocation(userData->programObject, "u_mvMatrix");
    246     userData->mvpLoc = glGetUniformLocation(userData->programObject, "u_mvpMatrix");
    247     //cube
    248     glGenVertexArrays(1, &userData->cubeVAO);//初始化cube的vao
    249     glGenBuffers(1, &userData->cubeVBO);//初始化装载cube属性的vbo
    250     glBindVertexArray(userData->cubeVAO);//以下操作对cubeVAO负责
    251     glBindBuffer(GL_ARRAY_BUFFER, userData->cubeVBO);//以下操作对cubeVBO负责
    252     glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices, GL_STATIC_DRAW);//复制数据到当前vbo 
    253     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, (GLvoid*)0);//设置顶点位置
    254     glEnableVertexAttribArray(0);
    255     glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, (GLvoid*)(sizeof(GLfloat) * 3));
    256     glEnableVertexAttribArray(1);
    257     userData->texIDcube = LoadTextureFile("container.jpg");
    258     glBindVertexArray(0);//完成cubeVAO的设置
    259     //floor
    260     glGenVertexArrays(1, &userData->floorVAO);//初始化地板vao
    261     glGenBuffers(1, &userData->floorVBO);
    262     glBindVertexArray(userData->floorVAO);
    263     glBindBuffer(GL_ARRAY_BUFFER, userData->floorVBO);
    264     glBufferData(GL_ARRAY_BUFFER, sizeof(floorVertices), floorVertices, GL_STATIC_DRAW);
    265     glEnableVertexAttribArray(0);
    266     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, (GLvoid*)0);
    267     glEnableVertexAttribArray(1);
    268     glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, (GLvoid*)(sizeof(GLfloat) * 3));
    269     userData->texIDfloor = LoadTextureFile("brick_DIFF.bmp");
    270     glBindVertexArray(0);//完成floorVAO的设置
    271     //quad
    272     glGenVertexArrays(1, &userData->quadVAO);
    273     glGenBuffers(1, &userData->quadVBO);
    274     glBindVertexArray(userData->quadVAO);
    275     glBindBuffer(GL_ARRAY_BUFFER, userData->quadVBO);
    276     glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW);
    277     glEnableVertexAttribArray(0);
    278     glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4, (GLvoid*)0);
    279     glEnableVertexAttribArray(1);
    280     glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4, (GLvoid*)(sizeof(GLfloat) * 2));
    281     glBindVertexArray(0);
    282 
    283     //GLuint defaultFramebuffer = 0;
    284     const GLenum attachments[4] = {
    285         GL_COLOR_ATTACHMENT0,
    286         GL_COLOR_ATTACHMENT1,
    287         GL_COLOR_ATTACHMENT2,
    288         GL_COLOR_ATTACHMENT3
    289     };
    290     //glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFramebuffer);
    291 
    292     //设置FBO
    293     glGenFramebuffers(1, &userData->framebuffer);//初始化帧缓冲framebuffer
    294     glBindFramebuffer(GL_FRAMEBUFFER, userData->framebuffer);//以下代码对framebuffer负责,包括纹理附件设置和rbo附件设置
    295         glGenTextures(4, &userData->texColorArray);
    296         for (int i = 0; i < 4; i++){
    297             //userData->texColorArray[i] = generateAttachmentTexture(GL_FALSE, GL_FALSE);//纹理附件
    298             glBindTexture(GL_TEXTURE_2D, userData->texColorArray[i]);
    299             glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
    300                 userData->textureWidth, userData->textureHeight,
    301                 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);//设置宽高但不赋予纹理文件的数据
    302             // Set the filtering mode
    303             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    304             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    305             glBindTexture(GL_TEXTURE_2D, 0);
    306             glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, userData->texColorArray[i], 0);//完成FBO的纹理附件挂载
    307         }
    308         glDrawBuffers(4, attachments);
    309         if (GL_FRAMEBUFFER_COMPLETE != glCheckFramebufferStatus(GL_FRAMEBUFFER))
    310             return FALSE;
    311 
    312         //设置渲染缓冲对象附件
    313         GLuint rbo;
    314         glGenRenderbuffers(1, &rbo);//初始化rbo附件
    315         glBindRenderbuffer(GL_RENDERBUFFER, rbo);//以下操作对rbo负责
    316         glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, screenWidth, screenHeight);
    317         glBindRenderbuffer(GL_RENDERBUFFER, 0);//完成对rbo的设置
    318         glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);//完成FBO的rbo附件挂载
    319 
    320         if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
    321             printf("ERROR::FRAMEBUFFER:: Framebuffer is not complete!");
    322 
    323     glBindFramebuffer(GL_FRAMEBUFFER, 0);//完成纹理附件和rbo附件的设置,解绑fbo
    324 
    325     glClearColor(1.0f, 1.0f, 1.0f, 0.0f);//初始刷新一下
    326     glEnable(GL_DEPTH_TEST);
    327     return TRUE;
    328 }
    329 
    330 void Update(ESContext *esContext, float deltaTime)
    331 {
    332     UserData *userData = esContext->userData;
    333 
    334     userData->angle += (deltaTime * 50.0f);//转动
    335     if (userData->angle >= 360.0f)
    336         userData->angle -= 360.0f;
    337 
    338     esMatrixLoadIdentity(&userData->mvMatrix);
    339     esTranslate(&userData->mvMatrix, 0.0f, 0.0f, -3.0f);
    340     esRotate(&userData->mvMatrix, userData->angle, 0.0f, 1.0f, 0.0f);
    341 
    342     ESMatrix perspective;
    343     esMatrixLoadIdentity(&perspective);//单位化一个矩阵作为透视投影矩阵
    344     float aspect = (GLfloat)esContext->width / ((GLfloat)esContext->height);
    345     esPerspective(&perspective, 60.f, aspect, 0.2f, 20.f);
    346 
    347     esMatrixMultiply(&userData->mvpMatrix, &userData->mvMatrix, &perspective);
    348 }
    349 
    350 void DrawQuad(ESContext *esContext)
    351 {
    352     UserData *userData = esContext->userData;
    353     glBindFramebuffer(GL_FRAMEBUFFER, userData->framebuffer);
    354         glViewport(0, 0, esContext->width, esContext->height);
    355         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    356         glEnable(GL_DEPTH_TEST);
    357         glUseProgram(userData->programObject);//启用programObject
    358         glUniformMatrix4fv(userData->mvpLoc, 1, GL_FALSE, (GLfloat *)&userData->mvpMatrix);//mvpMatrix在Update里更新
    359 
    360         glBindVertexArray(userData->cubeVAO);
    361         glBindTexture(GL_TEXTURE_2D, userData->texIDcube);
    362         glDrawArrays(GL_TRIANGLES, 0, 36);
    363         glBindVertexArray(0);
    364 
    365         glBindVertexArray(userData->floorVAO);
    366         glBindTexture(GL_TEXTURE_2D, userData->texIDfloor);
    367         glDrawArrays(GL_TRIANGLES, 0, 6);
    368         glBindVertexArray(0);
    369     glBindFramebuffer(GL_FRAMEBUFFER, 0);
    370     
    371     // Bind to default framebuffer again and draw the quad plane with attched screen texture.
    372     glBindFramebuffer(GL_FRAMEBUFFER, userData->framebuffer);//闪烁是因为重复渲染了三维图像和QUAD
    373         glUseProgram(userData->programObjectQuad);//启用programObjectQuad
    374         glBindVertexArray(userData->quadVAO);
    375         glBindTexture(GL_TEXTURE_2D, userData->texColorArray[0]);//texColorArray在Init里绑定到了fbo的纹理Attachment
    376         glDrawArrays(GL_TRIANGLES, 0, 6);
    377         glBindVertexArray(0);
    378     glBindFramebuffer(GL_FRAMEBUFFER, 0);
    379     //ID号为0表示缺省帧缓存,即默认的window提供的帧缓存。因此,在glBindFramebuffer()中将ID号设置为0可以解绑定当前FBO。
    380 }
    381 
    382 void BlitTextures(ESContext *esContext)//区位块传送
    383 {
    384     UserData *userData = esContext->userData;
    385 
    386     // set the fbo for reading
    387     glBindFramebuffer(GL_READ_FRAMEBUFFER, userData->framebuffer);
    388     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
    389     // Copy the output red buffer to lower left quadrant
    390     glReadBuffer(GL_COLOR_ATTACHMENT0);
    391     glBlitFramebuffer(0, 0, userData->textureWidth, userData->textureHeight,
    392         0, 0, esContext->width / 2, esContext->height / 2,
    393         GL_COLOR_BUFFER_BIT, GL_LINEAR);
    394     //(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 
    395     // GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
    396 
    397     // Copy the output green buffer to lower right quadrant
    398     glReadBuffer(GL_COLOR_ATTACHMENT1);
    399     glBlitFramebuffer(0, 0, userData->textureWidth, userData->textureHeight,
    400         esContext->width / 2, 0, esContext->width, esContext->height / 2,
    401         GL_COLOR_BUFFER_BIT, GL_LINEAR);
    402 
    403     // Copy the output blue buffer to upper left quadrant
    404     glReadBuffer(GL_COLOR_ATTACHMENT2);
    405     glBlitFramebuffer(0, 0, userData->textureWidth, userData->textureHeight,
    406         0, esContext->height / 2, esContext->width / 2, esContext->height,
    407         GL_COLOR_BUFFER_BIT, GL_LINEAR);
    408 
    409     // Copy the output gray buffer to upper right quadrant
    410     glReadBuffer(GL_COLOR_ATTACHMENT3);
    411     glBlitFramebuffer(0, 0, userData->textureWidth, userData->textureHeight,
    412         esContext->width / 2, esContext->height / 2, esContext->width, esContext->height,
    413         GL_COLOR_BUFFER_BIT, GL_LINEAR);
    414 }
    415 
    416 void Draw(ESContext *esContext)
    417 {
    418     DrawQuad(esContext);
    419     BlitTextures(esContext);
    420 }
    421 
    422 void ShutDown(ESContext *esContext)
    423 {
    424     UserData *userData = esContext->userData;
    425 
    426     glDeleteVertexArrays(1, &userData->cubeVAO);
    427     glDeleteBuffers(1, &userData->cubeVBO);
    428     glDeleteVertexArrays(1, &userData->floorVAO);
    429     glDeleteBuffers(1, &userData->floorVBO);
    430     glDeleteVertexArrays(1, &userData->quadVAO);
    431     glDeleteBuffers(1, &userData->quadVBO);
    432 
    433     glDeleteBuffers(4, userData->texColorArray);
    434     glDeleteFramebuffers(1, &userData->framebuffer);
    435 
    436     glDeleteProgram(userData->programObject);
    437     glDeleteProgram(userData->programObjectQuad);
    438 }
    439 
    440 int esMain(ESContext *esContext)
    441 {
    442     esContext->userData = malloc(sizeof(UserData));
    443 
    444     esCreateWindow(esContext, "正常,反色,模糊,锐化", screenWidth, screenHeight, ES_WINDOW_RGB | ES_WINDOW_ALPHA | ES_WINDOW_DEPTH);
    445 
    446     if (!Init(esContext))
    447     {
    448         return GL_FALSE;
    449     }
    450     esRegisterShutdownFunc(esContext, ShutDown);
    451     esRegisterUpdateFunc(esContext, Update);
    452     esRegisterDrawFunc(esContext, Draw);
    453 
    454     return GL_TRUE;
    455 }
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  • 原文地址:https://www.cnblogs.com/zeppelin5/p/10019381.html
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