NDK OpenGLES3.0 开发(五):FBO 离屏渲染

什么是 FBO
FBO(Frame Buffer Object)即帧缓冲区对象,实际上是一个可添加缓冲区的容器,可以为其添加纹理或渲染缓冲区对象(RBO)。

FBO 本身不能用于渲染,只有添加了纹理或者渲染缓冲区之后才能作为渲染目标,它仅且提供了 3 个附着(Attachment),分别是颜色附着、深度附着和模板附着。

RBO(Render Buffer Object)即渲染缓冲区对象,是一个由应用程序分配的 2D 图像缓冲区。渲染缓冲区可以用于分配和存储颜色、深度或者模板值,可以用作 FBO 中的颜色、深度或者模板附着。

使用 FBO 作为渲染目标时,首先需要为 FBO 的附着添加连接对象,如颜色附着需要连接纹理或者渲染缓冲区对象的颜色缓冲区。

 

为什么用 FBO
默认情况下,OpenGL ES 通过绘制到窗口系统提供的帧缓冲区,然后将帧缓冲区的对应区域复制到纹理来实现渲染到纹理,但是此方法只有在纹理尺寸小于或等于帧缓冲区尺寸才有效。

另一种方式是通过使用连接到纹理的 pbuffer 来实现渲染到纹理,但是与上下文和窗口系统提供的可绘制表面切换开销也很大。因此,引入了帧缓冲区对象 FBO 来解决这个问题。

​NDK OpenGLES 开发中,一般使用 GLSurfaceView 将绘制结果显示到屏幕上,然而在实际应用中,也有许多场景不需要渲染到屏幕上,如利用 GPU 在后台完成一些图像转换、缩放等耗时操作,这个时候利用 FBO 可以方便实现类似需求。

使用 FBO 可以让渲染操作不用再渲染到屏幕上,而是渲染到离屏 Buffer 中,然后可以使用 glReadPixels 或者 HardwareBuffer 将渲染后的图像数据读出来,从而实现在后台利用 GPU 完成对图像的处理。

怎么用 FBO
创建并初始化 FBO 的步骤:

// 创建一个 2D 纹理用于连接 FBO 的颜色附着
glGenTextures(1, &m_FboTextureId);
glBindTexture(GL_TEXTURE_2D, m_FboTextureId);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, GL_NONE);

// 创建 FBO
glGenFramebuffers(1, &m_FboId);
// 绑定 FBO
glBindFramebuffer(GL_FRAMEBUFFER, m_FboId);
// 绑定 FBO 纹理
glBindTexture(GL_TEXTURE_2D, m_FboTextureId);
// 将纹理连接到 FBO 附着
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_FboTextureId, 0);
// 分配内存大小
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_RenderImage.width, m_RenderImage.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// 检查 FBO 的完整性状态
if (glCheckFramebufferStatus(GL_FRAMEBUFFER)!= GL_FRAMEBUFFER_COMPLETE) {
LOGCATE("FBOSample::CreateFrameBufferObj glCheckFramebufferStatus status != GL_FRAMEBUFFER_COMPLETE");
return false;
}
// 解绑纹理
glBindTexture(GL_TEXTURE_2D, GL_NONE);
// 解绑 FBO
glBindFramebuffer(GL_FRAMEBUFFER, GL_NONE);

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
使用 FBO 的一般步骤:

// 绑定 FBO
glBindFramebuffer(GL_FRAMEBUFFER, m_FboId);

// 选定离屏渲染的 Program,绑定 VAO 和图像纹理,进行绘制(离屏渲染)
// m_ImageTextureId 为另外一个用于纹理映射的图片纹理
glUseProgram(m_FboProgramObj);
glBindVertexArray(m_VaoIds[1]);
glActiveTexture(GL_TEXTURE0);
// 绑定图像纹理
glBindTexture(GL_TEXTURE_2D, m_ImageTextureId);
glUniform1i(m_FboSamplerLoc, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (const void *)0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);

// 解绑 FBO
glBindFramebuffer(GL_FRAMEBUFFER, 0);

// 完成离屏渲染后,结果图数据便保存在我们之前连接到 FBO 的纹理 m_FboTextureId 。
// 我们再拿 FBO 纹理 m_FboTextureId 做一次普通渲染便可将之前离屏渲染的结果绘制到屏幕上。
// 这里我们编译连接了 2 个 program ,一个用作离屏渲染的 m_FboProgramObj,一个用于普通渲染的 m_ProgramObj

//选定另外一个着色器程序,以 m_FboTextureId 纹理作为输入进行普通渲染
glUseProgram(m_ProgramObj);
glBindVertexArray(m_VaoIds[0]);
glActiveTexture(GL_TEXTURE0);
//绑定 FBO 纹理
glBindTexture(GL_TEXTURE_2D, m_FboTextureId);
glUniform1i(m_SamplerLoc, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (const void *)0);
glBindTexture(GL_TEXTURE_2D, GL_NONE);
glBindVertexArray(GL_NONE);
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
示例:

创建并初始化 FBO
bool FBOSample::CreateFrameBufferObj()
{
// 创建并初始化 FBO 纹理
glGenTextures(1, &m_FboTextureId);
glBindTexture(GL_TEXTURE_2D, m_FboTextureId);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, GL_NONE);

// 创建并初始化 FBO
glGenFramebuffers(1, &m_FboId);
glBindFramebuffer(GL_FRAMEBUFFER, m_FboId);
glBindTexture(GL_TEXTURE_2D, m_FboTextureId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_FboTextureId, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_RenderImage.width, m_RenderImage.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER)!= GL_FRAMEBUFFER_COMPLETE) {
LOGCATE("FBOSample::CreateFrameBufferObj glCheckFramebufferStatus status != GL_FRAMEBUFFER_COMPLETE");
return false;
}
glBindTexture(GL_TEXTURE_2D, GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, GL_NONE);
return true;

}
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
编译链接 2 个着色器程序,创建 VAO、VBO 和图像纹理
void FBOSample::Init()
{
//顶点坐标
GLfloat vVertices[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
};

//正常纹理坐标
GLfloat vTexCoors[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};

//fbo 纹理坐标与正常纹理方向不同,原点位于左下角
GLfloat vFboTexCoors[] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
};

GLushort indices[] = { 0, 1, 2, 1, 3, 2 };

char vShaderStr[] =
"#version 300 es \n"
"layout(location = 0) in vec4 a_position; \n"
"layout(location = 1) in vec2 a_texCoord; \n"
"out vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" gl_Position = a_position; \n"
" v_texCoord = a_texCoord; \n"
"} \n";

// 用于普通渲染的片段着色器脚本,简单纹理映射
char fShaderStr[] =
"#version 300 es\n"
"precision mediump float;\n"
"in vec2 v_texCoord;\n"
"layout(location = 0) out vec4 outColor;\n"
"uniform sampler2D s_TextureMap;\n"
"void main()\n"
"{\n"
" outColor = texture(s_TextureMap, v_texCoord);\n"
"}";

// 用于离屏渲染的片段着色器脚本,取每个像素的灰度值
char fFboShaderStr[] =
"#version 300 es\n"
"precision mediump float;\n"
"in vec2 v_texCoord;\n"
"layout(location = 0) out vec4 outColor;\n"
"uniform sampler2D s_TextureMap;\n"
"void main()\n"
"{\n"
" vec4 tempColor = texture(s_TextureMap, v_texCoord);\n"
" float luminance = tempColor.r * 0.299 + tempColor.g * 0.587 + tempColor.b * 0.114;\n"
" outColor = vec4(vec3(luminance), tempColor.a);\n"
"}"; // 输出灰度图

// 编译链接用于普通渲染的着色器程序
m_ProgramObj = GLUtils::CreateProgram(vShaderStr, fShaderStr, m_VertexShader, m_FragmentShader);

// 编译链接用于离屏渲染的着色器程序
m_FboProgramObj = GLUtils::CreateProgram(vShaderStr, fFboShaderStr, m_FboVertexShader, m_FboFragmentShader);

if (m_ProgramObj == GL_NONE || m_FboProgramObj == GL_NONE)
{
LOGCATE("FBOSample::Init m_ProgramObj == GL_NONE");
return;
}
m_SamplerLoc = glGetUniformLocation(m_ProgramObj, "s_TextureMap");
m_FboSamplerLoc = glGetUniformLocation(m_FboProgramObj, "s_TextureMap");

// 生成 VBO ,加载顶点数据和索引数据
// Generate VBO Ids and load the VBOs with data
glGenBuffers(4, m_VboIds);
glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices), vVertices, GL_STATIC_DRAW);

glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vTexCoors), vTexCoors, GL_STATIC_DRAW);

glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vFboTexCoors), vFboTexCoors, GL_STATIC_DRAW);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_VboIds[3]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

GO_CHECK_GL_ERROR();

// 生成 2 个 VAO,一个用于普通渲染,另一个用于离屏渲染
// Generate VAO Ids
glGenVertexArrays(2, m_VaoIds);
// 初始化用于普通渲染的 VAO
// Normal rendering VAO
glBindVertexArray(m_VaoIds[0]);

glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[0]);
glEnableVertexAttribArray(VERTEX_POS_INDX);
glVertexAttribPointer(VERTEX_POS_INDX, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (const void *)0);
glBindBuffer(GL_ARRAY_BUFFER, GL_NONE);

glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[1]);
glEnableVertexAttribArray(TEXTURE_POS_INDX);
glVertexAttribPointer(TEXTURE_POS_INDX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (const void *)0);
glBindBuffer(GL_ARRAY_BUFFER, GL_NONE);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_VboIds[3]);
GO_CHECK_GL_ERROR();
glBindVertexArray(GL_NONE);


// 初始化用于离屏渲染的 VAO
// FBO off screen rendering VAO
glBindVertexArray(m_VaoIds[1]);

glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[0]);
glEnableVertexAttribArray(VERTEX_POS_INDX);
glVertexAttribPointer(VERTEX_POS_INDX, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (const void *)0);
glBindBuffer(GL_ARRAY_BUFFER, GL_NONE);

glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[2]);
glEnableVertexAttribArray(TEXTURE_POS_INDX);
glVertexAttribPointer(TEXTURE_POS_INDX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (const void *)0);
glBindBuffer(GL_ARRAY_BUFFER, GL_NONE);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_VboIds[3]);
GO_CHECK_GL_ERROR();
glBindVertexArray(GL_NONE);

// 创建并初始化图像纹理
glGenTextures(1, &m_ImageTextureId);
glBindTexture(GL_TEXTURE_2D, m_ImageTextureId);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_RenderImage.width, m_RenderImage.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_RenderImage.ppPlane[0]);
glBindTexture(GL_TEXTURE_2D, GL_NONE);
GO_CHECK_GL_ERROR();

if (!CreateFrameBufferObj())
{
LOGCATE("FBOSample::Init CreateFrameBufferObj fail");
return;
}

}
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
离屏渲染和普通渲染
void FBOSample::Draw(int screenW, int screenH)
{
// 离屏渲染
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glViewport(0, 0, m_RenderImage.width, m_RenderImage.height);

// Do FBO off screen rendering
glBindFramebuffer(GL_FRAMEBUFFER, m_FboId);
glUseProgram(m_FboProgramObj);
glBindVertexArray(m_VaoIds[1]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_ImageTextureId);
glUniform1i(m_FboSamplerLoc, 0);
GO_CHECK_GL_ERROR();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (const void *)0);
GO_CHECK_GL_ERROR();
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);

glBindFramebuffer(GL_FRAMEBUFFER, 0);

// 普通渲染
// Do normal rendering
glViewport(0, 0, screenW, screenH);
glUseProgram(m_ProgramObj);
GO_CHECK_GL_ERROR();
glBindVertexArray(m_VaoIds[0]);(http://www.amjmh.com)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_FboTextureId);
glUniform1i(m_SamplerLoc, 0);
GO_CHECK_GL_ERROR();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (const void *)0);
GO_CHECK_GL_ERROR();
glBindTexture(GL_TEXTURE_2D, GL_NONE);
glBindVertexArray(GL_NONE);

}

posted on 2019-09-17 17:51  激流勇进1  阅读(888)  评论(0编辑  收藏  举报