帧缓存对象的存在意义就是在不同的缓存之间大量迁移数据。将数据的拷贝最小话,达到性能提升的目的。
步骤:
//创建帧缓存对象标识符
GLuint id;
glGenFrameBuffers(1, &id);
//创建对象
//GL_DRAW_FRAMEBUFFER写源 GL_READ_FRAMEBUFFER读源 GL_FRAMEBUFFER
if(glIsFramebuffer(id))
glBindFrameBuffer(id,GL_FRAMEBUFFER);
framebuffer attachment
帧缓存对象创建之后,还需要指定一个空间用来读写操作,这处空间称为帧缓存附件。
渲染缓存
渲染缓存是Opengl所管理的一处高效的内存区域,可以用来存储格式化的图像数据。因为是内存区域,所以可以作为颜色缓存,深度缓存,模板
,缓存。
GLuint colorRendbufferid;
glGenRenderbuffers(1,colorRendbufferid);
glBindRenderbuffer(GL_RENDER_BUFFER,colorRendbufferid);
glRenderBufferStorage(GL_RENDERBUFFER, GL_RGBA, width,height);
帧缓存的附件点可以关联到两种不同类型的渲染表面:一种是渲染缓存,另一种是纹理图像的某个层级。
附件点:
GL_COLOR_ATTACHMENTi
GL_DEPTH_ATTACHMENT
GL_STENCIL_ATTACHMENT
GL_DEPTH_STENCIL_ATTACHMENT
init()
GLuint id;
glGenFrameBuffers(1, &id);
if(glIsFramebuffer(id))
glBindFrameBuffer(id,GL_FRAMEBUFFER);
GLuint colorRendbufferid;
glGenRenderbuffers(1,colorRendbufferid);
glBindRenderbuffer(GL_RENDER_BUFFER,colorRendbufferid);
glRenderBufferStorage(GL_RENDERBUFFER, GL_RGBA, width,height);
GLuint depthRendbufferid;
glGenRenderbuffers(1,depthRendbufferid);
glBindRenderbuffer(GL_RENDER_BUFFER,depthRendbufferid);
glRenderBufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width,height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER,colorRendbufferid);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,depthRendbufferid);
glEnable(GL_DEPTH_TEST);
draw()
glBindFramebuffer(GL_FRAMEBUFFER,framebuffer);
glViewport(x,y,widht,height);
glClearColor(0.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//todo draw something
glBindFramebuffer(GL_READ_FRAMEBUFFER,framebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER,0);
glViewport(x,y,windowWidth, windowHeight);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBlitFramebuffer(x,y,widht,height,x,y,widht,height,GL_COLOR_BUFFER_BIT,GL_NEAREST);