opengl中如何对图像多次模糊

本文介绍了在OpenGL中如何利用帧缓冲对象(FBO)进行图像的多次模糊处理。通过FBO的创建和使用,可以实现对图像的连续模糊操作,达到预期的视觉效果。
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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
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