由于《OpenGL ES 2.0 Programming Guide》原书并没有提供第12章的示例代码,书上的代码也只提到关键的步骤,而网上大多是Android/iOS版本的示例,C/C++的大都基于OpenGL或OpenGL ES 3.0,为了加深理解,遂自己实现了一份C语言版本的,希望能够帮助到同样喜欢OpenGL ES 2.0的同学。
废话不多说,直接上代码:
#include <stdlib.h>
#include <stdio.h>
#include "esUtil.h"
#define SIZE 512
typedef struct
{
GLuint programFBOObject;
GLuint programObject;
GLuint frameBuffer;
GLuint texture;
GLuint depthTexture;
GLint positionFBOLoc;
GLint mvpFBOLoc;
GLint positionLoc;
GLint mvpLoc;
GLint texcoordLoc;
GLint samplerLoc;
GLfloat *vertices;
GLfloat *texcoords;
GLuint *indices;
int numIndices;
GLfloat angle;
ESMatrix mvpMatrix;
} UserData;
int initFBO(ESContext *esContext, GLint width, GLint height)
{
GLenum status;
//GLint maxRenderbufferSize;
UserData *userData = (UserData *)esContext->userData;
//glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &maxRenderbufferSize);
check if GL_MAX_RENDERBUFFER_SIZE is >= texWidth and texHeight
//if ((maxRenderbufferSize <= width) || (maxRenderbufferSize <= height))
//{
// // cannot use framebuffer objects as we need to create
// // a depth buffer as a renderbuffer object
// printf("Cannot use framebuffer objects!\n");
// exit(EXIT_FAILURE);
// return FALSE;
//}
// generate the framebuffer
glGenFramebuffers(1, &userData->frameBuffer);
// Depth Texture
glGenTextures(1, &userData->depthTexture);
glBindTexture(GL_TEXTURE_2D, userData->depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height,
0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
// Color Texture
glGenTextures(1, &userData->texture);
glBindTexture(GL_TEXTURE_2D, userData->texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
// bind the framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, userData->frameBuffer);
// specify texture as color attachment
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, userData->texture, 0);
// ☆specify depth_texture as depth attachment
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, userData->depthTexture, 0);
// check for framebuffer complete
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
printf("Framebuffer object is not complete!\n");
exit(EXIT_FAILURE);
return FALSE;
}
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
return TRUE;
}
int InitFBOShader(ESContext *esContext)
{
UserData *userData = (UserData *)esContext->userData;
const char vShaderStr[] =
"uniform mat4 u_mvpMatrix; \n"
"attribute vec4 a_position; \n"
"void main() \n"
"{ \n"
" gl_Position = u_mvpMatrix * a_position; \n"
"} \n";
const char fShaderStr[] =
"precision mediump float; \n"
"void main() \n"
"{ \n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); \n"
"} \n";
userData->programFBOObject = esLoadProgram(vShaderStr, fShaderStr);
if (!userData->programFBOObject)
return FALSE;
// Bind vPosition to attribute 0
//glBindAttribLocation(userData->programFBOObject, 0, "a_position");
userData->positionFBOLoc = glGetAttribLocation ( userData->programFBOObject, "a_position" );
userData->mvpFBOLoc = glGetUniformLocation( userData->programFBOObject, "u_mvpMatrix" );
return TRUE;
}
int initShader(ESContext *esContext)
{
UserData *userData = (UserData *)esContext->userData;
const char vShaderStr[] =
"uniform mat4 u_mvpMatrix; \n"
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" gl_Position = u_mvpMatrix * a_position; \n"
" v_texCoord = a_texCoord; \n"
"} \n";
const char fShaderStr[] =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" vec4 color = texture2D(s_texture, v_texCoord); \n"
" gl_FragColor = color; \n"
"} \n";
// Load the shaders and get a linked program object
userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
// Get the attribute locations
userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
// Get the uniform locations
userData->mvpLoc = glGetUniformLocation( userData->programObject, "u_mvpMatrix" );
// Get the texture attribute locations
userData->texcoordLoc = glGetAttribLocation(userData->programObject, "a_texCoord");
userData->samplerLoc = glGetUniformLocation(userData->programObject, "s_texture");
return TRUE;
}
int Init(ESContext *esContext)
{
UserData *userData = (UserData *)esContext->userData;
if (!InitFBOShader(esContext))
{
printf("initFBOShader exception ! \n");
return FALSE;
}
if (!initShader(esContext))
{
printf("initShader exception ! \n");
return FALSE;
}
initFBO(esContext, SIZE, SIZE);
// Generate the vertex data
userData->numIndices = esGenCube( 1.0, &userData->vertices,
NULL, &userData->texcoords, &userData->indices );
// Starting rotation angle for the cube
userData->angle = 45.0f;
glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
glClearDepthf( 1.0f );
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
return TRUE;
}
// Update the mvp matrix
void Update(ESContext *esContext, float deltaTime)
{
UserData *userData = (UserData*) esContext->userData;
ESMatrix perspective;
ESMatrix modelview;
float aspect;
// Compute a rotation angle based on time to rotate the cube
userData->angle += ( deltaTime * 40.0f );
if( userData->angle >= 360.0f )
userData->angle -= 360.0f;
// Compute the window aspect ratio
aspect = (GLfloat) esContext->width / (GLfloat) esContext->height;
// Generate a perspective matrix with a 60 degree FOV
esMatrixLoadIdentity( &perspective );
esPerspective( &perspective, 60.0f, aspect, 1.0f, 20.0f );
// Generate a model view matrix to rotate/translate the cube
esMatrixLoadIdentity( &modelview );
// Translate away from the viewer
esTranslate( &modelview, 0.0, 0.0, -2.0 );
// Rotate the cube
esRotate( &modelview, userData->angle, 1.0, 0.0, 1.0 );
// Compute the final MVP by multiplying the
// modevleiw and perspective matrices together
esMatrixMultiply( &userData->mvpMatrix, &modelview, &perspective );
}
void DrawToFBO(ESContext *esContext)
{
UserData *userData = (UserData *)esContext->userData;
glBindFramebuffer(GL_FRAMEBUFFER, userData->frameBuffer);
// Set the viewport
glViewport ( 0, 0, esContext->width, esContext->height );
// Clear the color buffer
glClearColor ( 1.0f, 1.0f, 1.0f, 1.0f );
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use the program object
glUseProgram ( userData->programFBOObject );
// -----------------------------------------------------------
// Load the vertex position
glVertexAttribPointer ( userData->positionFBOLoc, 3, GL_FLOAT,
GL_FALSE, 3 * sizeof(GLfloat), userData->vertices );
glEnableVertexAttribArray ( userData->positionFBOLoc );
// -----------------------------------------------------------
// Load the MVP matrix
glUniformMatrix4fv( userData->mvpFBOLoc, 1, GL_FALSE,
(GLfloat*) &userData->mvpMatrix.m[0][0] );
// -----------------------------------------------------------
// Draw the cube
glDrawElements ( GL_TRIANGLES, userData->numIndices, GL_UNSIGNED_INT, userData->indices );
}
void Draw(ESContext *esContext)
{
UserData *userData = (UserData *)esContext->userData;
DrawToFBO(esContext);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Set the viewport
glViewport ( 0, 0, esContext->width, esContext->height );
// Clear the color buffer
glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use the program object
glUseProgram ( userData->programObject );
// -----------------------------------------------------------
// Load the vertex position
glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
GL_FALSE, 3 * sizeof(GLfloat), userData->vertices );
glEnableVertexAttribArray ( userData->positionLoc );
// -----------------------------------------------------------
// Load the texture coordinate
glVertexAttribPointer(userData->texcoordLoc, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(GLfloat), userData->texcoords);
glEnableVertexAttribArray(userData->texcoordLoc);
// -----------------------------------------------------------
// Load the MVP matrix
glUniformMatrix4fv( userData->mvpLoc, 1, GL_FALSE,
(GLfloat*) &userData->mvpMatrix.m[0][0] );
// -----------------------------------------------------------
// Bind the texture unit 0
// Set the sampler texture unit to 0
glActiveTexture(GL_TEXTURE0);
// Bind a texturing target.While a texture is bound, GL operations on th
// -e target to which it is bound affect the bound texture, and queries
// of the target to which it is bound return state from the bound texture
//glBindTexture(GL_TEXTURE_2D, userData->texture);
glBindTexture(GL_TEXTURE_2D, userData->depthTexture); // ☆
glUniform1i(userData->samplerLoc, 0);
// -----------------------------------------------------------
// Draw the cube
glDrawElements ( GL_TRIANGLES, userData->numIndices, GL_UNSIGNED_INT, userData->indices );
eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface );
glBindTexture(GL_TEXTURE_2D, 0);
}
void ShutDown(ESContext *esContext)
{
UserData *userData = (UserData *)esContext->userData;
if ( userData->vertices != NULL )
{
free ( userData->vertices );
}
if ( userData->texcoords != NULL )
{
free ( userData->texcoords );
}
if ( userData->indices != NULL )
{
free ( userData->indices );
}
// Delete program object
glDeleteProgram (userData->programObject);
glDeleteProgram(userData->programFBOObject);
// Delete texture
glDeleteTextures(1, &userData->texture);
glDeleteTextures(1, &userData->depthTexture);
glDeleteFramebuffers(1, &userData->frameBuffer);
}
int main ( int argc, char *argv[] )
{
ESContext esContext;
UserData userData;
esInitContext ( &esContext );
esContext.userData = &userData;
esCreateWindow ( &esContext, "Simple FBO", SIZE, SIZE, ES_WINDOW_RGB );
if ( !Init ( &esContext ) )
return 0;
esRegisterDrawFunc ( &esContext, Draw );
esRegisterUpdateFunc ( &esContext, Update );
esMainLoop ( &esContext );
ShutDown ( &esContext );
}
效果图: