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1、图具体如下:/ FBOM.cpp : 定义控制台应用程序的入口点。/#include "stdafx.h"#include <GLTools.h>#include <GLMatrixStack.h>#include <GLGeometryTransform.h>#include <GLFrustum.h>#include <GLShaderManager.h>#include <GLFrame.h>#include <GLBatch.h>#include <GLTriangleBatc

2、h.h>#include <iostream>/本程序的目标是在shader里画图并读入到FBO中。然后在进行展示,分三屏。using namespace std;#ifdef _APPLE_#include <glut/glut.h>#else#define FREEGLUT_STATIC#include <gl/glut.h>#endif/各种int#include <StopWatch.h>GLfloat vWhite=1.0,1.0,1.0,1.0;GLfloat vRed=1.0,0.0,0.0,1.0;GLfloat vGree

3、n=0.0,1.0,0.0,1.0;GLfloat vBlue=0.0,0.0,1.0,1.0;GLfloat vLightPos=3.0,3.0,3.0,1.0;GLfloat vAmbient=0.02,0.02,0.02,1.0;GLfloat vDiffuse=0.3,0.3,0.3,1.0;GLfloat vSpecular=0.3,0.3,0.3,1.0;/程序的标志位GLuint screenWidth;GLuint screenHeight;GLboolean uFBO=GL_FALSE;/初始化窗口组件GLMatrixStack modelViewMatrix;GLMatri

4、xStack projectionMatrix;GLGeometryTransform transformPipline;GLFrustum viewFrustum;GLFrame viewFrame;GLShaderManager shaderManager;/创建shaderGLuint fboShader;GLuint locMVP;GLuint locMV;GLuint locNormal;GLuint locLight;GLuint locDiffuse;GLuint locAmbient;GLuint locSpecular;GLuint locTexture;GLuint loc

5、Lumicurve;GLuint RfboShader;GLuint RlocMVP;GLuint RlocMV;GLuint RlocNormal;GLuint RlocLight;GLuint RlocDiffuse;GLuint RlocAmbient;GLuint RlocSpecular;GLuint RlocTexture;GLuint RlocLumicurve;/创建FBO一系列GLuint FBObj1;GLuint colorBObj3;GLuint depthBObj1;GLuint texBObj3;GLuint texBOTexture1;GLint lum=2;st

6、atic const GLenum drawWindow=GL_BACK_LEFT;static const GLenum drawBuff=GL_COLOR_ATTACHMENT0,GL_COLOR_ATTACHMENT1,GL_COLOR_ATTACHMENT2;/创建所画的图形GLBatch floorBatch;GLTriangleBatch sphereBatch;GLuint floorTex;GLuint ballTex;float* LoadDATAFile(const char* szFile,int* count)GLint lineCount=0;FILE* fp;flo

7、at* data=0;/fp=fopen(szFile,"r");if (fp!=NULL)char szFloat1024;while (fgets(szFloat,sizeof szFloat,fp)lineCount+;rewind(fp);data=(float*)malloc(lineCount*sizeof(float);if (data!=NULL)int index=0;while (fgets(szFloat,sizeof szFloat,fp)!=NULL)dataindex=(float)atof(szFloat);/这是一个很好的将数组和指针的转化。

8、index+;count0=lineCount;elsereturn 0;return data;GLboolean LoadTGATextrue(const char*szFile,GLenum minFilter,GLenum magFilter,GLenum wrapMode)GLbyte* pBits;GLint nWidth,nHeigh,nComponents;GLenum eFormat;pBits=gltReadTGABits(szFile,&nWidth,&nHeigh,&nComponents,&eFormat);if (pBits=NULL

9、)return GL_FALSE;glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,minFilter);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,magFilter);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,wrapMode);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,wrapMode);glPixelStorei(GL_UNPACK_ALIGNMENT,1);glTe

10、xImage2D(GL_TEXTURE_2D,0,nComponents,nWidth,nHeigh,0,eFormat,GL_UNSIGNED_BYTE,pBits);if (minFilter=GL_LINEAR_MIPMAP_LINEAR|minFilter=GL_LINEAR_MIPMAP_NEAREST|minFilter=GL_NEAREST_MIPMAP_LINEAR|minFilter=GL_NEAREST_MIPMAP_NEAREST)glGenerateMipmap(GL_TEXTURE_2D);return GL_TRUE;void SetupRC()glClearCol

11、or(1.0,0.0,0.0,1.0);shaderManager.InitializeStockShaders();glEnable(GL_DEPTH_TEST);floorBatch.Begin(GL_TRIANGLE_FAN,4,1);floorBatch.Color4f(0.0f, 1.0f, 0.0f, 0.25);floorBatch.MultiTexCoord2f(0, 0.0f, 0.0f);floorBatch.Normal3f(0.0, 1.0f, 0.0f);floorBatch.Vertex3f(-20.0f, -1.41f, 20.0f);floorBatch.Col

12、or4f(0.0f, 1.0f, 0.0f, 0.25);floorBatch.MultiTexCoord2f(0, 10.0f, 0.0f);floorBatch.Normal3f(0.0, 1.0f, 0.0f);floorBatch.Vertex3f(20.0f, -1.41f, 20.0f);floorBatch.Color4f(0.0f, 1.0f, 0.0f, 0.25);floorBatch.MultiTexCoord2f(0, 10.0f, 10.0f);floorBatch.Normal3f(0.0, 1.0f, 0.0f);floorBatch.Vertex3f(20.0f

13、, -1.41f, -20.0f);floorBatch.Color4f(0.0f, 1.0f, 0.0f, 0.25);floorBatch.MultiTexCoord2f(0, 0.0f, 10.0f);floorBatch.Normal3f(0.0, 1.0f, 0.0f);floorBatch.Vertex3f(-20.0f, -1.41f, -20.0f);floorBatch.End();gltMakeSphere(sphereBatch,0.8,52,52);/初始化地板纹理glActiveTexture(GL_TEXTURE0);glGenTextures(1,&flo

14、orTex);glBindTexture(GL_TEXTURE_2D,floorTex);LoadTGATextrue("stone.tga",GL_LINEAR_MIPMAP_LINEAR,GL_LINEAR,GL_REPEAT);glActiveTexture(GL_TEXTURE1);glGenTextures(1,&ballTex);glBindTexture(GL_TEXTURE_2D,ballTex);LoadTGATextrue("tarnish.tga",GL_LINEAR_MIPMAP_LINEAR,GL_LINEAR,GL_C

15、LAMP_TO_EDGE);/texbo初始化, -最神奇的是这里还有两种不同的-共用一个绑定点。glGenBuffers(3,texBObj);glGenTextures(1,texBOTexture);int count=0;float* data=0;data=LoadDATAFile("LumTan.data",&count);if (count>0)glBindBuffer(GL_TEXTURE_BUFFER,texBObj0);glBufferData(GL_TEXTURE_BUFFER,sizeof(float)*count,data,GL_ST

16、ATIC_DRAW);delete(data);data=LoadDATAFile("LumSin.data",&count);if (count>0)glBindBuffer(GL_TEXTURE_BUFFER,texBObj1);glBufferData(GL_TEXTURE_BUFFER,sizeof(float)*count,data,GL_STATIC_DRAW);delete(data);data=LoadDATAFile("LumLinear.data",&count);if (count>0)glBindBuf

17、fer(GL_TEXTURE_BUFFER,texBObj2);glBufferData(GL_TEXTURE_BUFFER,sizeof(float)*count,data,GL_STATIC_DRAW);delete(data);glActiveTexture(GL_TEXTURE2);/为甚么会这样,就是因为没有方法作为 让gl_texturen作为别名的方法。因此就这样了。glBindTexture(GL_TEXTURE_BUFFER,texBOTexture0);glTexBuffer(GL_TEXTURE_BUFFER,GL_R32F,texBObj0);/fbo初始化glGenF

18、ramebuffers(1,FBObj);glBindFramebuffer(GL_DRAW_FRAMEBUFFER,FBObj0);glGenRenderbuffers(1,depthBObj);glBindRenderbuffer(GL_RENDERBUFFER,depthBObj0);/现在才明白,绑定点是变量名称啊glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT32,screenWidth,screenHeight);glGenRenderbuffers(3,colorBObj);glBindRenderbuffer(GL

19、_RENDERBUFFER,colorBObj0);glRenderbufferStorage(GL_RENDERBUFFER,GL_RGB8,screenWidth,screenHeight);glBindRenderbuffer(GL_RENDERBUFFER,colorBObj1);glRenderbufferStorage(GL_RENDERBUFFER,GL_RGB8,screenWidth,screenHeight);glBindRenderbuffer(GL_RENDERBUFFER,colorBObj2);glRenderbufferStorage(GL_RENDERBUFFE

20、R,GL_RGB8,screenWidth,screenHeight);glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,depthBObj0);glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER,colorBObj0);glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT1,GL_RENDE

21、RBUFFER,colorBObj1);glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT2,GL_RENDERBUFFER,colorBObj2);glBindFramebuffer(GL_DRAW_FRAMEBUFFER,0);/shader初始化fboShader=gltLoadShaderPairWithAttributes("fbo.vs","fbo.fs",3,GLT_ATTRIBUTE_VERTEX,"vVertex",GLT_ATTRIBU

22、TE_TEXTURE0,"vCoords",GLT_ATTRIBUTE_NORMAL,"vNormal");RfboShader=gltLoadShaderPairWithAttributes("fboR.vs","fboR.fs",3,GLT_ATTRIBUTE_VERTEX,"vVertex",GLT_ATTRIBUTE_TEXTURE0,"vCoords",GLT_ATTRIBUTE_NORMAL,"vNormal");locNormal=glGet

23、UniformLocation(fboShader,"normalMatrix");locMV=glGetUniformLocation(fboShader,"mvMatrix");locMVP=glGetUniformLocation(fboShader,"mvpMatrix");locLight=glGetUniformLocation(fboShader,"locLight");locAmbient=glGetUniformLocation(fboShader,"ambient");loc

24、Diffuse=glGetUniformLocation(fboShader,"diffuse");locSpecular=glGetUniformLocation(fboShader,"specular");locTexture=glGetUniformLocation(fboShader,"a_texture");locLumicurve=glGetUniformLocation(fboShader,"lumCurveSampler");RlocNormal=glGetUniformLocation(RfboS

25、hader,"normalMatrix");RlocMV=glGetUniformLocation(RfboShader,"mvMatrix");RlocMVP=glGetUniformLocation(RfboShader,"mvpMatrix");RlocLight=glGetUniformLocation(RfboShader,"locLight");RlocAmbient=glGetUniformLocation(RfboShader,"ambient");RlocDiffuse=glG

26、etUniformLocation(RfboShader,"diffuse");RlocSpecular=glGetUniformLocation(RfboShader,"specular");RlocTexture=glGetUniformLocation(RfboShader,"a_texture");RlocLumicurve=glGetUniformLocation(RfboShader,"lumCurveSampler");viewFrame.MoveForward(6.0);gltCheckErrors

27、();void ShutdownRC()glDeleteRenderbuffers(1,depthBObj);glDeleteRenderbuffers(3,colorBObj);glDeleteBuffers(3,texBObj);glDeleteFramebuffers(1,FBObj);glDeleteProgram(fboShader);glDeleteTextures(1,&floorTex);glDeleteTextures(1,&ballTex);glDeleteTextures(1,texBOTexture);void RenderScene()static C

28、StopWatch stopWatch;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);if (!uFBO)modelViewMatrix.PushMatrix();modelViewMatrix.MultMatrix(viewFrame);glUseProgram(fboShader);glUniformMatrix4fv(locMVP,1,GL_FALSE,transformPipline.GetModelViewProjectionMatrix();glUniformMatrix4fv(locMV,1,GL_FALSE,transform

29、Pipline.GetModelViewMatrix();glUniformMatrix3fv(locNormal,1,GL_FALSE,transformPipline.GetNormalMatrix();glUniform1i(locTexture,0);glUniform4fv(locLight,1,vLightPos);glUniform4fv(locAmbient,1,vAmbient);glUniform4fv(locDiffuse,1,vDiffuse);glUniform4fv(locSpecular,1,vSpecular);floorBatch.Draw();modelVi

30、ewMatrix.PushMatrix();modelViewMatrix.Rotate(stopWatch.GetElapsedSeconds()*10,0,1.0,0);glUniformMatrix4fv(locMVP,1,GL_FALSE,transformPipline.GetModelViewProjectionMatrix();glUniformMatrix4fv(locMV,1,GL_FALSE,transformPipline.GetModelViewMatrix();glUniformMatrix3fv(locNormal,1,GL_FALSE,transformPipli

31、ne.GetNormalMatrix();glUniform1i(locTexture,1);sphereBatch.Draw();modelViewMatrix.PopMatrix();modelViewMatrix.PopMatrix();else/告诉它先向自己定义的缓冲区里面进行绘制。glBindFramebuffer(GL_DRAW_FRAMEBUFFER,FBObj0);glDrawBuffers(3,drawBuff);glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);modelViewMatrix.PushMatrix();mod

32、elViewMatrix.MultMatrix(viewFrame);glUseProgram(RfboShader);glUniformMatrix4fv(RlocMVP,1,GL_FALSE,transformPipline.GetModelViewProjectionMatrix();glUniformMatrix4fv(RlocMV,1,GL_FALSE,transformPipline.GetModelViewMatrix();glUniformMatrix3fv(RlocNormal,1,GL_FALSE,transformPipline.GetNormalMatrix();glU

33、niform1i(RlocTexture,0);glUniform4fv(RlocLight,1,vLightPos);glUniform4fv(RlocAmbient,1,vAmbient);glUniform4fv(RlocDiffuse,1,vDiffuse);glUniform4fv(RlocSpecular,1,vSpecular);glUniform1i(RlocLumicurve,2);floorBatch.Draw();modelViewMatrix.PushMatrix();modelViewMatrix.Rotate(stopWatch.GetElapsedSeconds(

34、)*10,0,1.0,0);glUniformMatrix4fv(RlocMVP,1,GL_FALSE,transformPipline.GetModelViewProjectionMatrix();glUniformMatrix4fv(RlocMV,1,GL_FALSE,transformPipline.GetModelViewMatrix();glUniformMatrix3fv(RlocNormal,1,GL_FALSE,transformPipline.GetNormalMatrix();glUniform1i(RlocTexture,1);sphereBatch.Draw();mod

35、elViewMatrix.PopMatrix();modelViewMatrix.PopMatrix();glBindFramebuffer(GL_DRAW_FRAMEBUFFER,0);glDrawBuffers(1,drawWindow);/这里就是开始从自定义缓冲区往外读取。glBindFramebuffer(GL_READ_FRAMEBUFFER,FBObj0);glViewport(0,0,screenWidth,screenHeight);glReadBuffer(GL_COLOR_ATTACHMENT2);glBlitFramebuffer(0,0,screenWidth*0.5

36、,screenHeight,0,0,screenWidth*0.5,screenHeight,GL_COLOR_BUFFER_BIT,GL_NEAREST);glReadBuffer(GL_COLOR_ATTACHMENT1);glBlitFramebuffer(screenWidth*0.5,0,screenWidth,screenHeight,screenWidth*0.5,0,screenWidth,screenHeight,GL_COLOR_BUFFER_BIT,GL_NEAREST);glReadBuffer(GL_COLOR_ATTACHMENT0);glBlitFramebuff

37、er(0,0,screenWidth,screenHeight,0.8*screenWidth,0.8*screenHeight,screenWidth,screenHeight,GL_COLOR_BUFFER_BIT,GL_NEAREST);glutSwapBuffers();glutPostRedisplay();void ChangeSize(int w,int h)if (h=0)h=1;glViewport(0,0,w,h);screenWidth=w;screenHeight=h;viewFrustum.SetPerspective(35.0f,float(w)/float(h),

38、1.0,100.0);projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix();transformPipline.SetMatrixStacks(modelViewMatrix,projectionMatrix);/当屏幕大小改变时进行的处理。glBindFramebuffer(GL_DRAW_FRAMEBUFFER,FBObj0);glBindRenderbuffer(GL_RENDERBUFFER,depthBObj0);/现在才明白,绑定点是变量名称啊glRenderbufferStorage(GL_RENDERBUFFE

39、R,GL_DEPTH_COMPONENT32,screenWidth,screenHeight);glBindRenderbuffer(GL_RENDERBUFFER,colorBObj0);glRenderbufferStorage(GL_RENDERBUFFER,GL_RGB8,screenWidth,screenHeight);glBindRenderbuffer(GL_RENDERBUFFER,colorBObj1);glRenderbufferStorage(GL_RENDERBUFFER,GL_RGB8,screenWidth,screenHeight);glBindRenderb

40、uffer(GL_RENDERBUFFER,colorBObj2);glRenderbufferStorage(GL_RENDERBUFFER,GL_RGB8,screenWidth,screenHeight);glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,depthBObj0);glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER,colorBObj0);glFra

41、mebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT1,GL_RENDERBUFFER,colorBObj1);glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT2,GL_RENDERBUFFER,colorBObj2);glBindFramebuffer(GL_DRAW_FRAMEBUFFER,0);gltCheckErrors();void ProcessKey(unsigned char key,int x,int y)if (key=

42、9;f'|key='F')uFBO=!uFBO;if (uFBO)std:cout<<"应用了FBO"<<std:endl;if (key='a'|key='A')glActiveTexture(GL_TEXTURE2);glBindTexture(GL_TEXTURE_BUFFER,texBOTexture0);glTexBuffer(GL_TEXTURE_BUFFER,GL_R32F,texBObj0);if (key='s'|key='S')glActive

43、Texture(GL_TEXTURE2);glBindTexture(GL_TEXTURE_BUFFER,texBOTexture0);glTexBuffer(GL_TEXTURE_BUFFER,GL_R32F,texBObj1);if (key='d'|key='D')glActiveTexture(GL_TEXTURE2);glBindTexture(GL_TEXTURE_BUFFER,texBOTexture0);glTexBuffer(GL_TEXTURE_BUFFER,GL_R32F,texBObj2);int _tmain(int argc, _TC

44、HAR* argv)screenWidth=800;screenHeight=600;gltSetWorkingDirectory(argv0);glutInit(&argc,argv);glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_STENCIL);glutInitWindowSize(screenWidth,screenHeight);glutCreateWindow("操作帧缓冲区");glutReshapeFunc(ChangeSize);glutDisplayFunc(RenderScen

45、e);glutKeyboardFunc(ProcessKey);glewInit();SetupRC();glutMainLoop();ShutdownRC();return 0;-fbo.vs-#version 130in vec4 vVertex;in vec3 vNormal;in vec2 vCoords;uniform mat4 mvMatrix;uniform mat4 pMatrix;uniform mat3 normalMatrix;uniform vec3 vLightPos;uniform vec4 vColor;out vec4 vFragColor;out vec2 v

46、TexCoord;void main(void)vec3 vNorm = normalize(normalMatrix*vNormal);vec4 vEyePosition=vec4(mvMatrix*vVertex);vec3 vEyePosition3=normalize(vEyePosition.xyz);vec3 vLightDir=normalize(vLightPos-vEyePosition3);float nDotL=max(0.0,dot(vNorm ,vLightDir);vTexCoord=vCoords;vec4 colorGreen=vec4(0.0,1.0,0.8,

47、1.0);vec3 tmpColor3=colorGreen.rgb*nDotL;vFragColor=vec4(tmpColor3,1.0);gl_Position=pMatrix*mvMatrix*vVertex;-fbo.fs-#version 130uniform sampler2D a_texture;uniform samplerBuffer lumCurveSampler;/locNormal=glGetUniformLocation(fboShader,"normalMatrix");/locMV=glGetUniformLocation(fboShader

48、,"mvMatrix");/locMVP=glGetUniformLocation(fboShader,"mvpMatrix");/locLight=glGetUniformLocation(fboShader,"locLight");/locAmbient=glGetUniformLocation(fboShader,"ambient");/locDiffuse=glGetUniformLocation(fboShader,"diffuse");/locSpecular=glGetUnifor

49、mLocation(fboShader,"specular");uniform vec4 locLight;uniform vec4 ambient;uniform vec4 diffuse;uniform vec4 specular;in vec3 oNormal;in vec4 oPosition4;in vec2 oCoords;void main(void) vec4 priColor=texture2D(a_texture,oCoords); /首先咱们先把所有的光线计算出来。 vec3 vEyeLight=normalize(locLight.xyz-oPosi

50、tion4.xyz); vec3 vEyeLight3=vEyeLight.xyz; float nDotL=max(dot(oNormal,vEyeLight3),0.0); priColor.xyz+=ambient.xyz; priColor.xyz+=(nDotL*diffuse.xyz); /然后计算发射光 vec3 vReflection=normalize(reflect(-vEyeLight3,oNormal); float spec=max(0.0,dot(oNormal,vReflection); if(nDotL != 0) float fSpec=pow(spec,12

51、8.0); priColor.rgb+=vec3(fSpec,fSpec,fSpec); /下面是测试版 gl_FragColor=priColor;-fboR.vs-#version 130/locNormal=glGetUniformLocation(fboShader,"normalMatrix");/locMV=glGetUniformLocation(fboShader,"mvMatrix");/locMVP=glGetUniformLocation(fboShader,"mvpMatrix");/locLight=glGe

52、tUniformLocation(fboShader,"locLight");/locAmbient=glGetUniformLocation(fboShader,"ambient");/locDiffuse=glGetUniformLocation(fboShader,"diffuse");/locSpecular=glGetUniformLocation(fboShader,"specular");/GLT_ATTRIBUTE_VERTEX,"vVertex",/GLT_ATTRIBUTE_TEXTURE0,"vCoords",/GLT_ATTRIBUTE_NORMAL,"vNormal");in vec4 vVertex;in vec2 vCoords;in vec3 vNormal;uniform mat4 mvpMatrix;uniform mat4 mvMatrix;uniform mat3 normalMatrix;out vec3 oNormal;out vec4 oPosition4;out v

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