void FrameBufferObject::setSize(unsigned int width, unsigned height) { if (initialized) { this->width = width; this->height = height; if(enableDepth) initDepthBuffer(); if(enableColor) initColorBuffer(); } }
void FrameBufferObject::init(unsigned int width, unsigned height) { if (!initialized) { this->width = width; this->height = height; glGenFramebuffersEXT(1, &id); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id); if(enableDepth) { createDepthBuffer(); initDepthBuffer(); //choice between rendering depth into a texture or a renderbuffer if(depthTexture) glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthTextureID, 0); else glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthTextureID); } if(enableColor) { createColorBuffer(); initColorBuffer(); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, colorTextureID, 0); } glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_defaultWindowFramebufferID); if(enableColor) { glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK);; } #ifdef _DEBUG checkFBO(); #endif initialized=true; glDisable(GL_TEXTURE_2D); } else setSize(width, height); }
int main(int argc, char** argv) { if (!glfwInit()) // 初始化glfw库 { std::cout << "Error::GLFW could not initialize GLFW!" << std::endl; return -1; } // 开启OpenGL 3.3 core profile std::cout << "Start OpenGL core profile version 3.3" << std::endl; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // 创建窗口 GLFWwindow* window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Demo of PBO(asynchronous DMA transfer)", NULL, NULL); if (!window) { std::cout << "Error::GLFW could not create winddow!" << std::endl; glfwTerminate(); return -1; } glfwSetWindowPos(window, 300, 100); // 创建的窗口的context指定为当前context glfwMakeContextCurrent(window); // 注册窗口键盘事件回调函数 glfwSetKeyCallback(window, key_callback); // 注册鼠标事件回调函数 glfwSetCursorPosCallback(window, mouse_move_callback); // 注册鼠标滚轮事件回调函数 glfwSetScrollCallback(window, mouse_scroll_callback); // 鼠标捕获 停留在程序内 glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // 初始化GLEW 获取OpenGL函数 glewExperimental = GL_TRUE; // 让glew获取所有拓展函数 GLenum status = glewInit(); if (status != GLEW_OK) { std::cout << "Error::GLEW glew version:" << glewGetString(GLEW_VERSION) << " error string:" << glewGetErrorString(status) << std::endl; glfwTerminate(); return -1; } // 设置视口参数 glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); // Section1 准备顶点数据 setupQuadVAO(); preparePBO(); initColorBuffer(); // Section2 加载字体 FontResourceManager::getInstance().loadFont("arial", "../../resources/fonts/arial.ttf"); FontResourceManager::getInstance().loadASCIIChar("arial", 38, unicodeCharacters); // Section3 加载纹理 cubeTextId = TextureHelper::load2DTexture("../../resources/textures/wood.png"); initPixelText(); // Section4 准备着色器程序 Shader shader("scene.vertex", "scene.frag"); Shader textShader("text.vertex", "text.frag"); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // 开始游戏主循环 while (!glfwWindowShouldClose(window)) { GLfloat currentFrame = (GLfloat)glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; glfwPollEvents(); // 处理例如鼠标 键盘等事件 do_movement(); // 根据用户操作情况 更新相机属性 // 清除颜色缓冲区 重置为指定颜色 glClearColor(0.18f, 0.04f, 0.14f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glm::mat4 projection; glm::mat4 view; glm::mat4 model; // 这里填写场景绘制代码 // 先绘制纹理图片 shader.use(); glUniformMatrix4fv(glGetUniformLocation(shader.programId, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(glGetUniformLocation(shader.programId, "view"), 1, GL_FALSE, glm::value_ptr(view)); model = glm::mat4(); glUniformMatrix4fv(glGetUniformLocation(shader.programId, "model"), 1, GL_FALSE, glm::value_ptr(model)); if (!isFirstRendered) { renderInitScene(shader); isFirstRendered = true; } else { renderScene(shader); } // 在右侧绘制信息文字 否则左侧文字会复制到右侧 textShader.use(); projection = glm::ortho(0.0f, (GLfloat)(SINGLE_SCREEN_WIDTH), 0.0f, (GLfloat)SINGLE_SCREEN_HEIGHT); view = glm::mat4(); glUniformMatrix4fv(glGetUniformLocation(textShader.programId, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(glGetUniformLocation(textShader.programId, "view"), 1, GL_FALSE, glm::value_ptr(view)); model = glm::mat4(); glUniformMatrix4fv(glGetUniformLocation(textShader.programId, "model"), 1, GL_FALSE, glm::value_ptr(model)); renderInfo(textShader); printTransferRate(); glBindVertexArray(0); glUseProgram(0); glfwSwapBuffers(window); // 交换缓存 } // 释放资源 glDeleteVertexArrays(1, &quadVAOId); glDeleteBuffers(1, &quadVBOId); glDeleteVertexArrays(1, &textVAOId); glDeleteBuffers(1, &textVBOId); glDeleteBuffers(2, PBOIds); // 注意释放PBO releaseColorBuffer(); glfwTerminate(); return 0; }