學(xué)習(xí)opengles函數(shù)之間的認識
程序運行時候,最開始時建立環(huán)境。細看之下,無非是一些相互關(guān)聯(lián)。
四個關(guān)鍵的概念:layer, context,? framebuffer,? renderbuffer.
將context和layer關(guān)聯(lián):
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
將framebuffer和renderbuffer關(guān)聯(lián):
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
將context和rendererbuffer關(guān)聯(lián):
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
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現(xiàn)在不明白framebuffer和rendererbuffer是什么,怎么用?
官方文檔:
A renderbuffer object is a 2D image buffer allocated by the application. The renderbuffer can be used to allocate and store color, depth, or stencil values and can be used as a color, depth, or stencil attachment in a framebuffer object. A renderbuffer is similar to an off-screen window system provided drawable surface, such as a pbuffer. A renderbuffer, however, cannot be directly used as a GL texture.
A framebuffer object (often referred to as an FBO) is a collection of color, depth, and stencil buffer attachment points; state that describes properties such as the size and format of the color, depth, and stencil buffers attached to the FBO; and the names of the texture and renderbuffer objects attached to the FBO. Various 2D images can be attached to the color attachment point in the framebuffer object. These include a renderbuffer object that stores color values, a mip-level of a 2D texture or a cubemap face, or even a mip-level of a 2D slice in a 3D texture. Similarly, various 2D images contain- ing depth values can be attached to the depth attachment point of an FBO. These can include a renderbuffer, a mip-level of a 2D texture or a cubemap face that stores depth values. The only 2D image that can be attached to the stencil attachment point of an FBO is a renderbuffer object that stores stencil values.
英語不好的蒙了吧:(勤學(xué)英語)
renderbuffer對象是由程序申請的2D圖像緩沖區(qū)。 renderbuffer可用于分配和存儲顏色,深淺度或模板,并可用作幀緩沖對象中的顏色,深度或模版。 renderbuffer類似于提供可繪制表面的離屏窗口系統(tǒng)。然而,renderbuffer不能直接用作GL紋理。(buffer分為frame buffer和render buffer兩大類,其中frame buffer相當(dāng)于render buffer的管理者,frame buffer object即稱為FBO,常用于做離屏渲染緩沖等。render buffer則又可分為三類,color buffer / depth buffer / stencil buffer。紋理和renderbuffer對象都是作用在frame buffer上的)
(frame buffer object)幀緩沖對象(通常稱為FBO)是顏色,深度和模板緩沖區(qū)附件點的集合;描述屬性的狀態(tài),例如:加到FBO的顏色,深度和模板緩沖區(qū)的大小和格式;以及加到FBO的紋理和renderbuffer對象??梢詫⒏鞣N2D圖像加到幀緩沖器對象中的顏色附著點。這些包括存儲顏色值的renderbuffer對象,2D紋理的mip級別或立方體貼圖面,或甚至3D紋理中的2D切片的mip級別。類似地,包含深度值的各種2D圖像可以加到FBO的深度附著點。這些可以包括renderbuffer,二維紋理的mip級別或存儲深度值的立方體面??梢约拥紽BO的模板附件點的唯一2D圖像是存儲模板值的renderbuffer對象。
相關(guān)的一些使用
1. 生成frame buffer object的API函數(shù):
?glGenFramebuffers(1, &framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
生成render buffer的API函數(shù),render buffer的生成函數(shù)是一樣的,buffer句柄類型只有在進行分配buffer空間的時候才會確定:glGenRenderbuffers(1, &renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
2. frame buffer僅僅是管理者,不需要分配空間;render buffer的存儲空間的分配,對于不同的render buffer,使用不同的API進行分配,而只有分配空間的時候,render buffer句柄才確定其類型
(1). 最基本的是color buffer,調(diào)用EGALContext的OC方法為其分配空間
/* Attaches an EAGLDrawable as storage for the OpenGL ES renderbuffer object bound to*/
- (BOOL)renderbufferStorage:(NSUInteger)target fromDrawable:(id)drawable;
(2). 而depth buffer則可以直接調(diào)用openGL本身的API進行分配
glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT16, width, height);
2. 上面(1)(2)函數(shù)是用于生成render buffer的存儲空間,生成空間之后,則需要將renderbuffer跟framebuffer進行綁定,調(diào)用glFramebufferRenderbuffer函數(shù)進行綁定,后面的繪制才能起作用
3. 接下來可以調(diào)用OpenGL的函數(shù)進行繪制處理,最后則需要調(diào)用EGALContext的OC方法進行最終的渲染繪制,這里渲染的是color buffer,這個方法會講buffer渲染到CALayer上面
- (BOOL)presentRenderbuffer:(NSUInteger)target;
4. 還有一個需要注意的地方是在退出的時候,需要調(diào)用glDelegateFramebuffers或者glDeleteRenderbuffers函數(shù)刪除frame
buffer或者render buffer
學(xué)習(xí)過程中做的筆記有什么不對的,或者理解不到位的地方希望大家指教,我們共同進步。