OpenGL - FBO
をテンプレートにして作成
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開始行:
#code(C){{
struct RxFBO
{
};
}}
+[[glGenFramebuffer:http://www.khronos.org/opengles/sdk/d...
void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
+[[glBindFramebuffer:http://www.khronos.org/opengles/sdk/...
void glBindFramebuffer(GLenum target, GLuint framebuffer);
#code(C){{
/*!
* @param[out] fbo FBO
*/
void CreateFBO(RxFBO &fbo)
{
glGenRenderbuffers(1, &fbo.rboid);
glBindRenderbuffer(GL_RENDERBUFFER, fbo.rboid);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONEN...
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenFramebuffers(1, &fbo.id);
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHME...
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTAC...
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}}
[[glDeleteFramebuffers:http://www.khronos.org/opengles/sd...
void glDeleteFramebuffers(GLsizei n, const GLuint* frame...
#code(C){{
/*!
* @param[inout] fbo FBO
*/
void DeleteFBO(RxFBO &fbo)
{
glDeleteFramebuffers(1, &fbo.id);
glDeleteRenderbuffersEXT(1, &fbo.rboid);
fboid = 0;
rboid = 0;
}
}}
#code(C){{
RxFBO g_fboScreen;
void RenderSceneWithFBO(RxFBO &fbo)
{
if(!fbo.id) return;
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
glViewport(0, 0, fbo.w, fbo.h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(RX_FOV, (float)(fbo.w/fbo.h), 0.2f, 1000....
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
RenderScene();
glFlush();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, fbo.tex);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
void RenderImage(RxFBO &fbo)
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, g_iWinW, g_iWinH);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
//glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
Projection();
glMatrixMode( GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLAC...
glBindTexture(GL_TEXTURE_2D, fbo.tex);
glPushMatrix();
glColor4d(0.0, 0.0, 1.0, 1.0);
glBegin(GL_QUADS);
glTexCoord2d(0.0, 1.0); glVertex3d(-0.8, 0.8, 0.0);
glTexCoord2d(1.0, 1.0); glVertex3d( 0.8, 0.8, 0.0);
glTexCoord2d(1.0, 0.0); glVertex3d( 0.8, -0.8, 0.0);
glTexCoord2d(0.0, 0.0); glVertex3d(-0.8, -0.8, 0.0);
glEnd();
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, 0);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glutSwapBuffers();
}
void Display(void)
{
RenderSceneWithFBO(g_fboScreen);
RenderImage(g_fboScreen);
}
}}
#code(C){{
/*!
*/
void RenderScene(void)
{
static double ang = 0.0;
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glPushMatrix();
glTranslatef(0.0, 0.0, -4.0);
glRotatef(ang, 0.0, 1.0, 0.3);
glPushMatrix();
glColor3d(0.0, 0.0, 1.0);
glutSolidTeapot(1.0);
glPopMatrix();
glPopMatrix();
ang = (ang >= 360.0) ? 0.0 : ang+1;
}
}}
#ref(teapot_fbo_1.jpg);
終了行:
#code(C){{
struct RxFBO
{
};
}}
+[[glGenFramebuffer:http://www.khronos.org/opengles/sdk/d...
void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
+[[glBindFramebuffer:http://www.khronos.org/opengles/sdk/...
void glBindFramebuffer(GLenum target, GLuint framebuffer);
#code(C){{
/*!
* @param[out] fbo FBO
*/
void CreateFBO(RxFBO &fbo)
{
glGenRenderbuffers(1, &fbo.rboid);
glBindRenderbuffer(GL_RENDERBUFFER, fbo.rboid);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONEN...
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenFramebuffers(1, &fbo.id);
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHME...
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTAC...
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}}
[[glDeleteFramebuffers:http://www.khronos.org/opengles/sd...
void glDeleteFramebuffers(GLsizei n, const GLuint* frame...
#code(C){{
/*!
* @param[inout] fbo FBO
*/
void DeleteFBO(RxFBO &fbo)
{
glDeleteFramebuffers(1, &fbo.id);
glDeleteRenderbuffersEXT(1, &fbo.rboid);
fboid = 0;
rboid = 0;
}
}}
#code(C){{
RxFBO g_fboScreen;
void RenderSceneWithFBO(RxFBO &fbo)
{
if(!fbo.id) return;
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
glViewport(0, 0, fbo.w, fbo.h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(RX_FOV, (float)(fbo.w/fbo.h), 0.2f, 1000....
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
RenderScene();
glFlush();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, fbo.tex);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
void RenderImage(RxFBO &fbo)
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, g_iWinW, g_iWinH);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
//glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
Projection();
glMatrixMode( GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLAC...
glBindTexture(GL_TEXTURE_2D, fbo.tex);
glPushMatrix();
glColor4d(0.0, 0.0, 1.0, 1.0);
glBegin(GL_QUADS);
glTexCoord2d(0.0, 1.0); glVertex3d(-0.8, 0.8, 0.0);
glTexCoord2d(1.0, 1.0); glVertex3d( 0.8, 0.8, 0.0);
glTexCoord2d(1.0, 0.0); glVertex3d( 0.8, -0.8, 0.0);
glTexCoord2d(0.0, 0.0); glVertex3d(-0.8, -0.8, 0.0);
glEnd();
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, 0);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glutSwapBuffers();
}
void Display(void)
{
RenderSceneWithFBO(g_fboScreen);
RenderImage(g_fboScreen);
}
}}
#code(C){{
/*!
*/
void RenderScene(void)
{
static double ang = 0.0;
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glPushMatrix();
glTranslatef(0.0, 0.0, -4.0);
glRotatef(ang, 0.0, 1.0, 0.3);
glPushMatrix();
glColor3d(0.0, 0.0, 1.0);
glutSolidTeapot(1.0);
glPopMatrix();
glPopMatrix();
ang = (ang >= 360.0) ? 0.0 : ang+1;
}
}}
#ref(teapot_fbo_1.jpg);
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