FBO: Frame Buffer object 帧缓冲对象
为什么要用FBO?
当需要对纹理进行多次渲染采样时,而这些渲染采样是不需要展示给用户看的,可以用一个单独的缓冲对象(离屏渲染)来存储这几次渲染采样的结果,等处理完后才显示到窗口上。
优势
提高渲染效率,避免闪屏,可以很方便的实现纹理共享等。
渲染方式
渲染到缓冲区(Render)- 深度测试和模板测试
渲染到纹理(Texture)- 图像渲染
创建FBO
1、创建FBO
GLES20.glGenBuffers(1, fbos, 0);
2、绑定FBO
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbos[0]);
3、设置FBO分配内存大小
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 720, 1280, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
4、把纹理绑定到FBO
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, textureid, 0);
5、检查FBO绑定是否成功
GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER) != GLES20.GL_FRAMEBUFFER_COMPLETE)
6、解绑FBO
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
使用FBO
1、绑定FBO
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbos[0]);
2、获取需要绘制的图片纹理,然后绘制渲染
3、解绑FBO
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
4、再把绑定到FBO的纹理绘制渲染出来
GGLTextureRender
package com.example.opengldemo;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLUtils;
import android.util.Log;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
public class GGLTextureRender implements MyGLSurfaceView.MyGLRender {
private Context context;
//顶点坐标
private final float[] vertexData = {
-1f, -1f,
1f, -1f,
-1f, 1f,
1f, 1f
};
//纹理坐标
private final float[] fragmentData = {
0f, 0f,
1f, 0f,
0f, 1f,
1f, 1f
};
private FloatBuffer vertexBuffer;
private FloatBuffer fragmentBuffer;
public GGLTextureRender(Context context) {
this.context = context;
/***********************使用FBO-START************************************************/
fboRender = new FboRender(context);
/******************************FBO-END***********************************************/
vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(vertexData);
vertexBuffer.position(0);
fragmentBuffer = ByteBuffer.allocateDirect(fragmentData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(fragmentData);
fragmentBuffer.position(0);
}
private int program;
private int vPosition;
private int fPosition;
private int textureid;
private int sampler;
private int vboId;
private int fboId;
private int imgTextureId;
private FboRender fboRender;
@Override
public void onSufaceCreated() {
/***********************使用FBO-START************************************************/
fboRender.onCreate();
/******************************FBO-END***********************************************/
String vertexSource = GShaderUtil.getRawResource(context, R.raw.vertex_shader);
String fragmentSource = GShaderUtil.getRawResource(context, R.raw.fragment_shader);
program = GShaderUtil.createProgram(vertexSource, fragmentSource);
if (program > 0) {
//顶点坐标
vPosition = GLES20.glGetAttribLocation(program, "v_Position");
//纹理坐标
fPosition = GLES20.glGetAttribLocation(program, "f_Position");
sampler = GLES20.glGetUniformLocation(program,"sTexture");
int [] vbos = new int[1];
GLES20.glGenBuffers(1, vbos, 0);
vboId = vbos[0];
//绑定
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);
//分配内存
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertexData.length*4 + fragmentData.length*4,
null,GLES20. GL_STATIC_DRAW);
//缓存到显存
GLES20.glBufferSubData(GLES20.GL_ARRAY_BUFFER, 0, vertexData.length * 4, vertexBuffer);
GLES20.glBufferSubData(GLES20.GL_ARRAY_BUFFER, vertexData.length * 4, fragmentData.length*4,
fragmentBuffer);
//解绑
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
/***********************创建FBO-START************************************************/
int [] fbos = new int[1];
GLES20.glGenBuffers(1, fbos, 0);
fboId = fbos[0];
//绑定
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,fboId);
/******************************FBO-END***********************************************/
//生成纹理
int[] textureIds = new int[1];
GLES20.glGenTextures(1, textureIds, 0);
textureid = textureIds[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureid);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glUniform1i(sampler, 0);
//设置环绕过滤方法
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
/***********************创建FBO-START************************************************/
//设置FBO分配内存大小
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 900, 1600, 0,
GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
//把纹理绑定到FBO
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
GLES20.GL_TEXTURE_2D, textureid, 0);
//检查FBO绑定是否成功
if(GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER) != GLES20.GL_FRAMEBUFFER_COMPLETE){
Log.e("godv", "fbo error");
}else {
Log.e("godv", "fbo success");
}
/******************************FBO-END***********************************************/
//解绑纹理
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
/***********************创建FBO-START************************************************/
//解绑
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
imgTextureId = loadTexture(R.drawable.androids);
/******************************FBO-END***********************************************/
}
}
@Override
public void onSufaceChanged(int width, int height) {
GLES20.glViewport(0,0,width,height);
/***********************使用FBO-START************************************************/
fboRender.onChange(width, height);
/******************************FBO-END***********************************************/
}
@Override
public void onDrawFrame() {
/***********************使用FBO-START************************************************/
//绑定FBO 离屏渲染
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboId);
/******************************FBO-END***********************************************/
//清屏
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
//使用颜色清屏
GLES20.glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
//使用program
GLES20.glUseProgram(program);
/***********************使用FBO-START************************************************/
//绑定FBO纹理id
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, imgTextureId);
/******************************FBO-END***********************************************/
//绑定VBO
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);
//使用顶点坐标
GLES20.glEnableVertexAttribArray(vPosition);
//传0 从VBO中取值
GLES20.glVertexAttribPointer(vPosition, 2, GLES20.GL_FLOAT, false, 8, 0);
GLES20.glEnableVertexAttribArray(fPosition);
//VBO
GLES20.glVertexAttribPointer(fPosition, 2, GLES20.GL_FLOAT, false, 8,
vertexData.length * 4);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
//解绑
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
//解绑VBO
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
/***********************使用FBO-START************************************************/
//解绑FBO
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
fboRender.onDraw(textureid);
/******************************FBO-END***********************************************/
}
/***********************使用FBO-START************************************************/
/*
返回图片数据的纹理
*/
private int loadTexture(int src){
//创建纹理
int[] textureIds = new int[1];
GLES20.glGenTextures(1, textureIds, 0);
//绑定纹理
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureIds[0]);
//设置环绕过滤方法
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),src);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
//解绑
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
return textureIds[0];
}
/******************************FBO-END***********************************************/
}
FboRender
package com.example.opengldemo;
import android.content.Context;
import android.opengl.GLES20;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
public class FboRender {
private Context context;
private FloatBuffer fragmentBuffer;
private FloatBuffer vertexBuffer;
private int program;
private int vPosition;
private int fPosition;
private int textureid;
private int sampler;
private int vboId;
//顶点坐标
private final float[] vertexData = {
-1f, -1f,
1f, -1f,
-1f, 1f,
1f, 1f
};
//纹理坐标
private final float[] fragmentData = {
0f, 1f,
1f, 1f,
0f, 0f,
1f, 0f
};
public FboRender(Context context) {
this.context = context;
fragmentBuffer = ByteBuffer.allocateDirect(fragmentData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(fragmentData);
fragmentBuffer.position(0);
vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(vertexData);
vertexBuffer.position(0);
}
public void onCreate(){
String vertexSource = GShaderUtil.getRawResource(context, R.raw.vertex_shader);
String fragmentSource = GShaderUtil.getRawResource(context, R.raw.fragment_shader);
program = GShaderUtil.createProgram(vertexSource, fragmentSource);
//顶点坐标
vPosition = GLES20.glGetAttribLocation(program, "v_Position");
//纹理坐标
fPosition = GLES20.glGetAttribLocation(program, "f_Position");
sampler = GLES20.glGetUniformLocation(program,"sTexture");
int [] vbos = new int[1];
GLES20.glGenBuffers(1, vbos, 0);
vboId = vbos[0];
//绑定
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);
//分配内存
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertexData.length*4 + fragmentData.length*4,
null,GLES20. GL_STATIC_DRAW);
//缓存到显存
GLES20.glBufferSubData(GLES20.GL_ARRAY_BUFFER, 0, vertexData.length * 4, vertexBuffer);
GLES20.glBufferSubData(GLES20.GL_ARRAY_BUFFER, vertexData.length * 4, fragmentData.length*4,
fragmentBuffer);
//解绑
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
}
public void onChange(int width,int height){
GLES20.glViewport(0,0,width,height);
}
public void onDraw(int textureId){
//清屏
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
//使用颜色清屏
GLES20.glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
//使用program
GLES20.glUseProgram(program);
//绑定纹理id
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
//绑定VBO
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);
//使用顶点坐标
GLES20.glEnableVertexAttribArray(vPosition);
//传0 从VBO中取值
GLES20.glVertexAttribPointer(vPosition, 2, GLES20.GL_FLOAT, false, 8, 0);
GLES20.glEnableVertexAttribArray(fPosition);
//VBO
GLES20.glVertexAttribPointer(fPosition, 2, GLES20.GL_FLOAT, false, 8,
vertexData.length * 4);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
//解绑
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
//解绑VBO
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
}
}
修改一下窗口大小
<resources>
<!-- Base application theme. -->
<style name="AppTheme" parent="Theme.AppCompat.Light.NoActionBar">
<!-- Customize your theme here. -->
<item name="colorPrimary">@color/colorPrimary</item>
<item name="colorPrimaryDark">@color/colorPrimaryDark</item>
<item name="colorAccent">@color/colorAccent</item>
<item name="android:windowNoTitle">true</item>
<item name="android:windowFullscreen">true</item>
</style>
</resources>
纹理坐标系 / FBO纹理坐标系(OpenGL)