Android OpenGL ES基本用法(7),FBO

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目录




FBO

Frame Buffer Object 帧缓冲对象

在这里插入图片描述



为什么要使用FBO?

当我们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(例如美颜过程),所以我们就可以用一个单独的缓冲对象(离屏渲染)来存储我们的这几次渲染采样的结果,等处理完后才显示到窗口上。



优势

1.提高渲染效率(后台绘制没有展示到窗口上)

2.避免闪屏

3.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(3D)

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
//2d图形,图层层级0,rgba,宽,高,0,rgba,无符号字节类型,null只分配大小
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



PicRender.java

package com.example.opengl.eglpic;

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 com.example.opengl.R;
import com.example.opengl.egl.MyGlSurfaceView;
import com.example.opengl.egl.ShaderUtil;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

public class PicRender implements MyGlSurfaceView.EGLRender {
    private static final String TAG = "PicRender";
    private Context context;

    //顶点坐标
    private float[] vertexData = {
            -1f, -1f,
            1f, -1f,
            -1f, 1f,
            1f, 1f
    };
    private FloatBuffer vertexBuffer;

    //纹理坐标
    private float[] fragmentData = {
            0f, 1f,
            1f, 1f,
            0f, 0f,
            1f, 0f
    };
    private FloatBuffer fragmentBuffer;

    //生成的shader程序
    private int program;
    //顶点坐标
    private int vPosition;
    //纹理坐标
    private int fPosition;
    //纹理的id
    private int textureId;

    private int sampler;

    //vbo
    private int vboId;
    //fbo
    private int fboId;
    //图片
    private int imageTextureId;
    //
    private FboRender fboRender;

    public PicRender(Context context) {
        this.context = context;
        fboRender = new FboRender(context);

        vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)//4个字节
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer()
                .put(vertexData);
        vertexBuffer.position(0);

        fragmentBuffer = ByteBuffer.allocateDirect(fragmentData.length * 4)//4个字节
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer()
                .put(fragmentData);
        fragmentBuffer.position(0);
    }

    /**
     * OpenGl
     */
    @Override
    public void onSurfaceCreated() {
        fboRender.onCreate();
        //读取shader的源码
        String vertexSource = ShaderUtil.readRawTxt(context, R.raw.vertex_shader);
        String fragmentSource = ShaderUtil.readRawTxt(context, R.raw.fragment_shader);

        //创建shader程序
        program = ShaderUtil.createProgram(vertexSource, fragmentSource);

        vPosition = GLES20.glGetAttribLocation(program, "v_Position");
        fPosition = GLES20.glGetAttribLocation(program, "f_Position");
        sampler = GLES20.glGetUniformLocation(program, "sTexture");

        int[] vbos = new int[1];
        //创建vbo,生成一个,偏移量为0
        GLES20.glGenBuffers(1, vbos, 0);
        vboId = vbos[0];
        //绑定vbo
        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);
        //分配VBO需要的缓存大小,data=null是只需要申请空间,暂时不赋值
        GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertexData.length * 4 + fragmentData.length * 4, null, GLES20.GL_STATIC_DRAW);
        //为VBO设置顶点数据的值
        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vbo
        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);


        //创建fbo
        int[] fbos = new int[1];
        GLES20.glGenBuffers(1, fbos, 0);
        fboId = fbos[0];
        //绑定fbo
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboId);


        //生成纹理
        int[] textureIds = new int[1];
        GLES20.glGenTextures(1, textureIds, 0);
        textureId = textureIds[0];
        //绑定
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
        //激活第0个
        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        //绑定sampler和0
        GLES20.glUniform1i(sampler, 0);
        //设置环绕方式
        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);
        //设置过滤
        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);


        //设置FBO分配内存大小,绑定纹理之后glBindTexture
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 500, 500, 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);
        if (GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER) != GLES20.GL_FRAMEBUFFER_COMPLETE) {
            Log.e(TAG, "fbo wrong");
        } else {
            Log.e(TAG, "fbo success");
        }

        //解绑纹理
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
        //解绑fbo
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);

        imageTextureId = loadTexrute(R.mipmap.photo);
    }

    private int loadTexrute(int src) {
        //创建纹理
        int[] textureIds = new int[1];
        GLES20.glGenTextures(1, textureIds, 0);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureIds[0]);

        //环绕过滤
        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);

        //解析绑定图片
        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];
    }


    @Override
    public void onSurfaceChanged(int width, int height) {
        GLES20.glViewport(0, 0, width, height);
        fboRender.onChange(width, height);
    }

    @Override
    public void onDrawFrame() {
        //清屏
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
        GLES20.glClearColor(0, 1, 0, 1);

        //使用对应的program
        GLES20.glUseProgram(program);
        //绑定fbo
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,fboId);
        //绑定图片纹理
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,imageTextureId);
        //使用vbo
        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);

        //设置顶点坐标系
        GLES20.glEnableVertexAttribArray(avPosition);
        GLES20.glVertexAttribPointer(avPosition, 2, GLES20.GL_FLOAT, false, 8, 0);
        //设置纹理坐标系
        GLES20.glEnableVertexAttribArray(afPosition);
        GLES20.glVertexAttribPointer(afPosition, 2, GLES20.GL_FLOAT, false, 8, vertexData.length * 4);
        //绘制4个点
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);

        //解绑纹理
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
        //解绑vbo
        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER,0);
        //解绑fbo
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,0);

        fboRender.onDraw(textureId);
    }
}



FboRender.java

package com.example.opengl.eglpic;

import android.content.Context;
import android.opengl.GLES20;

import com.example.opengl.R;
import com.example.opengl.egl.ShaderUtil;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

public class FboRender {

    private Context context;

    private float[] vertexData = {
            -1f, -1f,
            1f, -1f,
            -1f, 1f,
            1f, 1f
    };
    private FloatBuffer vertexBuffer;

    private float[] fragmentData = {
            0f, 1f,
            1f, 1f,
            0f, 0f,
            1f, 0f
    };
    private FloatBuffer fragmentBuffer;

    private int program;
    private int vPosition;
    private int fPosition;
    private int textureid;
    private int sampler;

    private int vboId;

    public FboRender(Context context) {
        this.context = context;

        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);

    }

    public void onCreate()
    {
        String vertexSource = ShaderUtil.readRawTxt(context, R.raw.vertex_shader);
        String fragmentSource = ShaderUtil.readRawTxt(context, R.raw.fragment_shader);

        program = ShaderUtil.createProgram(vertexSource, fragmentSource);

        vPosition = GLES20.glGetAttribLocation(program, "v_Position");
        fPosition = GLES20.glGetAttribLocation(program, "f_Position");
        sampler = GLES20.glGetUniformLocation(program, "sTexture");

        int [] vbos = new int[1];
        GLES20.glGenBuffers(1, vbos, 0);
        vboId = vbos[0];

        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);
        GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertexData.length * 4 + fragmentData.length * 4, null, GLES20. GL_STATIC_DRAW);
        GLES20.glBufferSubData(GLES20.GL_ARRAY_BUFFER, 0, vertexData.length * 4, vertexBuffer);
        GLES20.glBufferSubData(GLES20.GL_ARRAY_BUFFER, vertexData.length * 4, fragmentData.length * 4, fragmentBuffer);
        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)
    {
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
        GLES20.glClearColor(1f,0f, 0f, 1f);

        GLES20.glUseProgram(program);

        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);


        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);

        GLES20.glEnableVertexAttribArray(vPosition);
        GLES20.glVertexAttribPointer(vPosition, 2, GLES20.GL_FLOAT, false, 8,
                0);

        GLES20.glEnableVertexAttribArray(fPosition);
        GLES20.glVertexAttribPointer(fPosition, 2, GLES20.GL_FLOAT, false, 8,
                vertexData.length * 4);

        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);

        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
    }
}

在这里插入图片描述

此时生成的图片是X轴翻转的。因为使用FBO后,坐标系和之前不同。所以需要更换纹理坐标

只需要修改PicRender中的即可,FboRender中的不能改。

    //纹理坐标
    private float[] fragmentData = {
//            0f, 1f,
//            1f, 1f,
//            0f, 0f,
//            1f, 0f
            0f, 0f,
            1f, 0,
            0f, 1f,
            1f, 1f
    };

然后正常:

在这里插入图片描述



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