#include "framebufferobject.h" FrameBufferObject::FrameBufferObject() { glGenFramebuffers(1, &mFrameBufferObject); } void FrameBufferObject::AttachColorBuffer(const char*bufferName, GLenum attachment, int width, int height) { //在显存中申请一块空间,并置空 GLuint colorBuffer; glGenTextures(1, &colorBuffer); glBindTexture(GL_TEXTURE_2D, colorBuffer); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, 0); //把上面申请的空间和frame buffer 绑定 glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferObject); glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, colorBuffer, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); mDrawBuffers.push_back(attachment); mBuffers.insert(std::pair(bufferName, colorBuffer)); } void FrameBufferObject::AttachDepthBuffer(const char*bufferName, int width, int height) { GLuint depthMap; glGenTextures(1, &depthMap); glBindTexture(GL_TEXTURE_2D, depthMap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glBindTexture(GL_TEXTURE_2D, 0); glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferObject); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); mBuffers.insert(std::pair(bufferName, depthMap)); } void FrameBufferObject::Finish() { int nCount = (int)mDrawBuffers.size(); if (nCount > 0) { GLenum *buffers = new GLenum[nCount]; int i = 0; while (isecond; } return 0; }