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#include
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#include
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#include
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#include
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#pragma comment(lib, "glew32.lib")
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GLuint imageFBO;
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GLuint imageID;
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GLuint depthTextureID;
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void SetFrameBufferObject(int fbowidth, int fboheight)
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{
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// 创建FBO对象
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glGenFramebuffersEXT(1, &imageFBO);
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// 启用FBO
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, imageFBO);
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// 创建纹理
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glGenTextures(1, &imageID);
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// 启用纹理
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glBindTexture(GL_TEXTURE_2D, imageID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, fbowidth, fboheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, imageID, 0);
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//
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glGenRenderbuffersEXT(1, &depthTextureID);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthTextureID);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_DEPTH_COMPONENT, fbowidth, fboheight);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthTextureID);
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GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if(status != GL_FRAMEBUFFER_COMPLETE_EXT)
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printf( "FBO Initialization Failed.");
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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int IMAGE_WIDTH = 250;
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int IMAGE_HEIGHT = 250;
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void GenImage()
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{
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glPushMatrix();
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glViewport(0, 0, IMAGE_WIDTH, IMAGE_HEIGHT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glShadeModel(GL_SMOOTH);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, imageFBO);
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBegin(GL_POLYGON);
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glColor3f(1.0,0.0,0.0); glVertex3f(-1.0, -1.0, 0.0);
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glColor3f(0.0,1.0,0.0); glVertex3f(-1.0, 1.0, 0.0);
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glColor3f(0.0,0.0,1.0); glVertex3f(1.0, 1.0, 0.0);
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glColor3f(1.0,0.0,0.0); glVertex3f(1.0, -1.0, 0.0);
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glEnd();
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glPopMatrix();
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}
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static GLuint texName;
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void display(void)
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{
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// 离屏渲染纹理
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GenImage();
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glViewport(0,0,250,250);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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//切换屏幕
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0);
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// 启用离屏渲染的纹理影像
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glBindTexture(GL_TEXTURE_2D,imageID);
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// 创建Mipmap(多重细节层)
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glGenerateMipmapEXT(GL_TEXTURE_2D);
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// 绘制纹理影像
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glBegin(GL_QUADS);
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glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 0.0);
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glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 0.0);
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glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
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glTexCoord2f(1.0, 0.0); glVertex3f(1.0, -1.0, 0.0);
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glEnd();
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glutSwapBuffers();
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glDisable(GL_TEXTURE_2D);
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}
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void reshape(int w, int h)
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{
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glViewport(0, 0, (GLsizei) w, (GLsizei) h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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}
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void keyboard (unsigned char key, int x, int y)
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{
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switch (key) {
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case 27:
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exit(0);
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break;
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default:
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break;
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}
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}
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int main(int argc, char** argv)
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{
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
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glutInitWindowSize(250, 250);
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glutInitWindowPosition(100, 100);
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glutCreateWindow(argv[0]);
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glewInit();
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glutDisplayFunc(display);
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glutReshapeFunc(reshape);
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glutKeyboardFunc(keyboard);
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// 设置创建虚拟屏幕
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SetFrameBufferObject(IMAGE_WIDTH, IMAGE_HEIGHT);
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glutMainLoop();
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return 0;
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}
opengl使用FBO离屏渲染图片
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