部分重绘到FBO的OpenGL
创始人
2024-12-24 10:30:17
0

以下是一个使用OpenGL将部分重绘到FBO的代码示例:

#include 
#include 
#include 

const GLuint WIDTH = 800, HEIGHT = 600;

void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    glViewport(0, 0, width, height);
}

void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

int main()
{
    // 初始化 GLFW
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    // 创建窗口对象
    GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "Partial Redraw to FBO", nullptr, nullptr);
    if (window == nullptr)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // 初始化 GLEW
    if (glewInit() != GLEW_OK)
    {
        std::cout << "Failed to initialize GLEW" << std::endl;
        return -1;
    }

    // 设置顶点数据和缓冲区
    float vertices[] = {
        -0.5f, -0.5f, 0.0f,
         0.5f, -0.5f, 0.0f,
         0.0f,  0.5f, 0.0f
    };

    GLuint VAO, VBO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);

    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);

    // 创建帧缓冲对象(FBO)
    GLuint fbo;
    glGenFramebuffers(1, &fbo);
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);

    // 创建颜色附件纹理
    GLuint colorAttachment;
    glGenTextures(1, &colorAttachment);
    glBindTexture(GL_TEXTURE_2D, colorAttachment);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorAttachment, 0);

    // 创建深度附件缓冲区
    GLuint depthAttachment;
    glGenRenderbuffers(1, &depthAttachment);
    glBindRenderbuffer(GL_RENDERBUFFER, depthAttachment);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, WIDTH, HEIGHT);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthAttachment);

    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
    {
        std::cout << "Framebuffer is not complete!" << std::endl;
        return -1;
    }

    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // 主循环
    while (!glfwWindowShouldClose(window))
    {
        processInput(window);

        // 渲染到FBO
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glBindVertexArray(VAO);
        glDrawArrays(GL_TRIANGLES, 0, 3);

        // 将FBO的颜色附件纹理绘制到屏幕上
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        glUseProgram(shaderProgram);
        glBindVertexArray(VAO);
        glDrawArrays(GL_TRIANGLES, 0, 3);

        // 交换缓冲并检

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