GLuint viewRenderbuffer,viewFramebuffer; //两个无符号整形代表opengles的帧缓冲区和渲染缓冲区
GLuint depthRenderbuffer //代表opengles的深度缓冲区
渲染缓冲区是渲染这一帧所在的位置,渲染之后就被复制到CAEAGLLayer的后台缓冲区中,然后显示在屏幕上。(后台缓冲区不解释)
深度缓冲区比较难,基本就是为了解决物体前后遮挡问题,以后再说。
下面是创建帧缓冲区和渲染缓冲区的代码,放到了一个方法中
- (BOOL)createFramebuffer
{
glGenFramebuffersOES(1, &viewFramebuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(id<EAGLDrawable>)self.layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
return NO;
}
return YES;
}
首先生成帧缓冲和渲染缓冲区,然后绑定帧缓冲和渲染缓冲区。再取得帧缓冲和渲染缓冲区的宽度和长度,以待以后使用。
下面代码第一句就是设置视口。然后去的投影矩阵,把矩阵设为单位矩阵,然后设置投影矩阵。
glclearcolor()设置背景颜色。
glvertexpointer()用数组生成定点。
glenableclientstate()允许程序用数组生成顶点,用数组生成纹理坐标。
glViewport(0, 0, backingWidth, backingHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
// Clears the view with black
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Sets up pointers and enables states needed for using vertex arrays and textures
glVertexPointer(2, GL_FLOAT, 0, spriteVertices);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_SHORT, 0, spriteTexcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
下面是生成纹理数据的代码,opengles只接收数据块,要把图像转成数据块拷入opengles内。
spriteData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte));
glGenTextures(1, &spriteTexture);
// Bind the texture name.
glBindTexture(GL_TEXTURE_2D, spriteTexture);
// Set the texture parameters to use a minifying filter and a linear filer (weighted average)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Specify a 2D texture image, providing the a pointer to the image data in memory
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
// Release the image data
free(spriteData);
// Enable use of the texture
glEnable(GL_TEXTURE_2D);
// Set a blending function to use
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
// Enable blending
glEnable(GL_BLEND);
生成纹理,绑定纹理,设置纹理大小坐标已经生成方法。别忘记释放数据块,以免内存泄露啊。