效果图
对图像的多次模糊关键在于fbo的使用
opengl中fbo的创建
#pragma once
#include "glew.h"
#include <map>
#include <stack>
class FBO
{
public:
GLuint mFBO;
std::map<std::string, GLuint> mBuffers;
std::stack<GLenum> mDrawBuffers;
public:
FBO();
void AttachColorBuffer(const char*bufferName,GLenum attachment,GLenum dataType,int width,int height);
void AttachDepthBuffer(const char*bufferName, int width, int height);
void Finish();
void Bind();
void Unbind();
GLuint GetBuffer(const char*bufferName);
};
#include "FBO.h"
FBO::FBO()
{
glGenFramebuffers(1, &mFBO);
}
void FBO::AttachColorBuffer(const char*bufferName, GLenum attachment, GLenum dataType, int width, int height)
{
GLuint colorBuffer;
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glGenTextures(1, &colorBuffer);
glBindTexture(GL_TEXTURE_2D, colorBuffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, dataType, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, colorBuffer, 0);
mDrawBuffers.push(attachment);
mBuffers.insert(std::pair<std::string,GLuint>(bufferName,colorBuffer));
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FBO::AttachDepthBuffer(const char*bufferName, int width, int height)
{
GLuint depthMap;
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
mBuffers.insert(std::pair<std::string, GLuint>(bufferName, depthMap));
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FBO::Finish()
{
int nCount = (int)mDrawBuffers.size();
if (nCount>0)
{
GLenum *buffers = new GLenum[nCount];
int i = 0;
while (!mDrawBuffers.empty())
{
buffers[i++] = mDrawBuffers.top();
mDrawBuffers.pop();
}
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glDrawBuffers(nCount, buffers);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
void FBO::Bind()
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
}
void FBO::Unbind()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
GLuint FBO::GetBuffer(const char*bufferName)
{
auto iter = mBuffers.find(bufferName);
if (iter!=mBuffers.end())
{
return iter->second;
}
return 0;
}
如何实现多次模糊
#include <windows.h>
#include "glew.h"
#include <stdio.h>
#include <math.h>
#include "utils.h"
#include "GPUProgram.h"
#include "ObjModel.h"
#include "FBO.h"
#include "FullScreenQuad.h"
#include "Glm/glm.hpp"
#include "Glm/ext.hpp"
#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glew32.lib")
LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_CLOSE:
PostQuitMessage(0);
break;
}
return D