欢迎来到尧图网

客户服务 关于我们

您的位置:首页 > 房产 > 建筑 > Opengl常用缓冲对象功能介绍及使用示例(C++实现)

Opengl常用缓冲对象功能介绍及使用示例(C++实现)

2025/2/24 6:24:12 来源:https://blog.csdn.net/lengyoumo/article/details/145788582  浏览:    关键词:Opengl常用缓冲对象功能介绍及使用示例(C++实现)

本文整理了常用的opengl缓冲区对象并安排了使用示例

名称英文全称作用简述
顶点数组对象Vertex Array Object (VAO)管理 VBO 和 EBO 的配置,存储顶点属性设置,简化渲染流程,避免重复设置状态
顶点缓冲区对象Vertex Buffer Object (VBO)存储顶点属性数据,提升渲染性能
索引缓冲区对象Element/Index Buffer Object (EBO/IBO)存储顶点索引,减少数据冗余
统一缓冲区对象Uniform Buffer Object (UBO)存储着色器统一变量,方便多着色器共享
着色器存储缓冲区对象Shader Storage Buffer Object (SSBO)供着色器直接读写复杂数据
像素缓冲区对象Pixel Buffer Object (PBO)加速像素数据在 CPU 和 GPU 间传输
变换反馈缓冲区对象Transform Feedback Buffer Object (TFBO)存储处理后的顶点数据用于后续渲染
原子计数器缓冲区对象Atomic Counter Buffer Object (ACBO)存储可并发修改的计数器
纹理缓冲区对象Texture Buffer Object (TBO)将缓冲区数据作为一维纹理采样
查询对象Query Object查询 OpenGL 操作状态和结果用于调试
帧缓冲区对象Framebuffer Object (FBO)自定义渲染目标实现离屏渲染
渲染缓冲区对象Renderbuffer Object (RBO)与 FBO 配合存储单一图像数据
命令缓冲区Command Buffer提前记录命令,减少 CPU - GPU 同步开销
稀疏纹理Sparse Texture仅为纹理实际部分分配内存,节省空间
采样器缓冲区对象Sampler Buffer Object结合缓冲区与采样器功能访问数据
多视图帧缓冲区对象Multiview Framebuffer Object支持同时渲染到多个视图用于特殊渲染

1. 顶点数组对象(Vertex Array Object, VAO)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>int main() {// 初始化 GLFWif (!glfwInit()) {std::cerr << "GLFW 初始化失败" << std::endl;return -1;}// 创建窗口GLFWwindow* window = glfwCreateWindow(800, 600, "VAO 示例", nullptr, nullptr);if (!window) {glfwTerminate();std::cerr << "窗口创建失败" << std::endl;return -1;}glfwMakeContextCurrent(window);// 初始化 GLEWif (glewInit() != GLEW_OK) {glfwTerminate();std::cerr << "GLEW 初始化失败" << std::endl;return -1;}// 创建 VAOGLuint VAO;glGenVertexArrays(1, &VAO);// 绑定 VAOglBindVertexArray(VAO);// 这里可以进行 VBO 和 EBO 的绑定与设置// 解绑 VAOglBindVertexArray(0);// 主循环while (!glfwWindowShouldClose(window)) {// 处理事件glfwPollEvents();// 绑定 VAOglBindVertexArray(VAO);// 绘制操作// glDrawArrays(GL_TRIANGLES, 0, 3);// 解绑 VAOglBindVertexArray(0);// 交换缓冲区glfwSwapBuffers(window);}// 清理 VAOglDeleteVertexArrays(1, &VAO);// 终止 GLFWglfwTerminate();return 0;
}

2. 顶点缓冲区对象(Vertex Buffer Object, VBO)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>int main() {glfwInit();GLFWwindow* window = glfwCreateWindow(800, 600, "VBO 示例", nullptr, nullptr);glfwMakeContextCurrent(window);glewInit();// 顶点数据float vertices[] = {-0.5f, -0.5f, 0.0f,0.5f, -0.5f, 0.0f,0.0f,  0.5f, 0.0f};// 创建 VBOGLuint VBO;glGenBuffers(1, &VBO);// 绑定 VBOglBindBuffer(GL_ARRAY_BUFFER, VBO);// 填充数据glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);// 解绑 VBOglBindBuffer(GL_ARRAY_BUFFER, 0);glfwTerminate();// 清理 VBOglDeleteBuffers(1, &VBO);return 0;
}

3. 索引缓冲区对象(Element Buffer Object, EBO)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>int main() {glfwInit();GLFWwindow* window = glfwCreateWindow(800, 600, "EBO 示例", nullptr, nullptr);glfwMakeContextCurrent(window);glewInit();// 顶点数据float vertices[] = {-0.5f, -0.5f, 0.0f,0.5f, -0.5f, 0.0f,0.0f,  0.5f, 0.0f};// 索引数据unsigned int indices[] = {0, 1, 2};// 创建 EBOGLuint EBO;glGenBuffers(1, &EBO);// 绑定 EBOglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);// 填充数据glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);// 解绑 EBOglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);glfwTerminate();// 清理 EBOglDeleteBuffers(1, &EBO);return 0;
}

4. 统一缓冲区对象(Uniform Buffer Object, UBO)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>const GLuint UBO_BINDING_POINT = 0;int main() {glfwInit();GLFWwindow* window = glfwCreateWindow(800, 600, "UBO 示例", nullptr, nullptr);glfwMakeContextCurrent(window);glewInit();// 创建 UBOGLuint UBO;glGenBuffers(1, &UBO);// 绑定 UBOglBindBuffer(GL_UNIFORM_BUFFER, UBO);// 分配内存glBufferData(GL_UNIFORM_BUFFER, 16 * sizeof(float), nullptr, GL_STATIC_DRAW);// 绑定到指定绑定点glBindBufferBase(GL_UNIFORM_BUFFER, UBO_BINDING_POINT, UBO);// 解绑 UBOglBindBuffer(GL_UNIFORM_BUFFER, 0);glfwTerminate();// 清理 UBOglDeleteBuffers(1, &UBO);return 0;
}

5. 着色器存储缓冲区对象(Shader Storage Buffer Object, SSBO)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>int main() {glfwInit();GLFWwindow* window = glfwCreateWindow(800, 600, "SSBO 示例", nullptr, nullptr);glfwMakeContextCurrent(window);glewInit();// 数据float data[] = {1.0f, 2.0f, 3.0f, 4.0f};// 创建 SSBOGLuint SSBO;glGenBuffers(1, &SSBO);// 绑定 SSBOglBindBuffer(GL_SHADER_STORAGE_BUFFER, SSBO);// 填充数据glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(data), data, GL_STATIC_DRAW);// 绑定到指定绑定点glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, SSBO);// 解绑 SSBOglBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);glfwTerminate();// 清理 SSBOglDeleteBuffers(1, &SSBO);return 0;
}

6. 像素缓冲区对象(Pixel Buffer Object, PBO)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>int main() {glfwInit();GLFWwindow* window = glfwCreateWindow(800, 600, "PBO 示例", nullptr, nullptr);glfwMakeContextCurrent(window);glewInit();// 创建 PBOGLuint PBO;glGenBuffers(1, &PBO);// 绑定 PBOglBindBuffer(GL_PIXEL_UNPACK_BUFFER, PBO);// 分配内存glBufferData(GL_PIXEL_UNPACK_BUFFER, 800 * 600 * 4, nullptr, GL_STREAM_DRAW);// 解绑 PBOglBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);glfwTerminate();// 清理 PBOglDeleteBuffers(1, &PBO);return 0;
}

7. 变换反馈缓冲区对象(Transform Feedback Buffer Object, TFBO)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>int main() {glfwInit();GLFWwindow* window = glfwCreateWindow(800, 600, "TFBO 示例", nullptr, nullptr);glfwMakeContextCurrent(window);glewInit();// 创建 TFBOGLuint TFBO;glGenBuffers(1, &TFBO);// 绑定 TFBOglBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, TFBO);// 分配内存glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 1024, nullptr, GL_STATIC_DRAW);// 绑定到变换反馈绑定点glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, TFBO);// 解绑 TFBOglBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);glfwTerminate();// 清理 TFBOglDeleteBuffers(1, &TFBO);return 0;
}

8. 原子计数器缓冲区对象(Atomic Counter Buffer Object, ACBO)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>int main() {glfwInit();GLFWwindow* window = glfwCreateWindow(800, 600, "ACBO 示例", nullptr, nullptr);glfwMakeContextCurrent(window);glewInit();// 创建 ACBOGLuint ACBO;glGenBuffers(1, &ACBO);// 绑定 ACBOglBindBuffer(GL_ATOMIC_COUNTER_BUFFER, ACBO);// 分配内存glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint), nullptr, GL_DYNAMIC_DRAW);// 绑定到指定绑定点glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, ACBO);// 解绑 ACBOglBindBuffer(GL_ATOMIC_COUNTER_BUFFER, 0);glfwTerminate();// 清理 ACBOglDeleteBuffers(1, &ACBO);return 0;
}

9. 纹理缓冲区对象(Texture Buffer Object, TBO)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>int main() {glfwInit();GLFWwindow* window = glfwCreateWindow(800, 600, "TBO 示例", nullptr, nullptr);glfwMakeContextCurrent(window);glewInit();// 数据float data[] = {1.0f, 2.0f, 3.0f, 4.0f};// 创建 TBOGLuint TBO;glGenBuffers(1, &TBO);// 绑定 TBOglBindBuffer(GL_TEXTURE_BUFFER, TBO);// 填充数据glBufferData(GL_TEXTURE_BUFFER, sizeof(data), data, GL_STATIC_DRAW);// 创建纹理GLuint texture;glGenTextures(1, &texture);// 绑定纹理glBindTexture(GL_TEXTURE_BUFFER, texture);// 将 TBO 关联到纹理glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, TBO);// 解绑 TBO 和纹理glBindBuffer(GL_TEXTURE_BUFFER, 0);glBindTexture(GL_TEXTURE_BUFFER, 0);glfwTerminate();// 清理 TBO 和纹理glDeleteBuffers(1, &TBO);glDeleteTextures(1, &texture);return 0;
}

10. 查询对象(Query Object)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>int main() {glfwInit();GLFWwindow* window = glfwCreateWindow(800, 600, "查询对象示例", nullptr, nullptr);glfwMakeContextCurrent(window);glewInit();// 创建查询对象GLuint query;glGenQueries(1, &query);// 开始查询glBeginQuery(GL_SAMPLES_PASSED, query);// 这里进行绘制操作// glDrawArrays(GL_TRIANGLES, 0, 3);// 结束查询glEndQuery(GL_SAMPLES_PASSED);// 获取查询结果GLuint result;glGetQueryObjectuiv(query, GL_QUERY_RESULT, &result);std::cout << "采样通过数量: " << result << std::endl;// 清理查询对象glDeleteQueries(1, &query);glfwTerminate();return 0;
}

11. 帧缓冲区对象(Framebuffer Object, FBO)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>int main() {glfwInit();GLFWwindow* window = glfwCreateWindow(800, 600, "FBO 示例", nullptr, nullptr);glfwMakeContextCurrent(window);glewInit();// 创建 FBOGLuint FBO;glGenFramebuffers(1, &FBO);// 绑定 FBOglBindFramebuffer(GL_FRAMEBUFFER, FBO);// 这里可以创建并附加纹理或渲染缓冲区// 检查 FBO 是否完整if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)std::cerr << "FBO 不完整" << std::endl;// 解绑 FBOglBindFramebuffer(GL_FRAMEBUFFER, 0);glfwTerminate();// 清理 FBOglDeleteFramebuffers(1, &FBO);return 0;
}

12. 渲染缓冲区对象(Renderbuffer Object, RBO)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>int main() {glfwInit();GLFWwindow* window = glfwCreateWindow(800, 600, "RBO 示例", nullptr, nullptr);glfwMakeContextCurrent(window);glewInit();// 创建 RBOGLuint RBO;glGenRenderbuffers(1, &RBO);// 绑定 RBOglBindRenderbuffer(GL_RENDERBUFFER, RBO);// 分配内存glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);// 解绑 RBOglBindRenderbuffer(GL_RENDERBUFFER, 0);glfwTerminate();// 清理 RBOglDeleteRenderbuffers(1, &RBO);return 0;
}

13. 命令缓冲区(Command Buffer)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <vector>// 模拟命令结构体
struct Command {enum Type { DRAW_ARRAYS } type;GLenum mode;GLint first;GLsizei count;
};int main() {glfwInit();GLFWwindow* window = glfwCreateWindow(800, 600, "命令缓冲区示例", nullptr, nullptr);glfwMakeContextCurrent(window);glewInit();std::vector<Command> commandBuffer;// 添加命令到缓冲区Command cmd;cmd.type = Command::DRAW_ARRAYS;cmd.mode = GL_TRIANGLES;cmd.first = 0;cmd.count = 3;commandBuffer.push_back(cmd);// 执行命令缓冲区中的命令for (const auto& cmd : commandBuffer) {if (cmd.type == Command::DRAW_ARRAYS) {glDrawArrays(cmd.mode, cmd.first, cmd.count);}}glfwTerminate();return 0;
}

稀疏纹理(Sparse Texture)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>const int WIDTH = 800;
const int HEIGHT = 600;int main() {// 初始化 GLFWif (!glfwInit()) {std::cerr << "GLFW 初始化失败" << std::endl;return -1;}// 创建窗口GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "Sparse Texture Example", nullptr, nullptr);if (!window) {glfwTerminate();std::cerr << "窗口创建失败" << std::endl;return -1;}glfwMakeContextCurrent(window);// 初始化 GLEWif (glewInit() != GLEW_OK) {glfwTerminate();std::cerr << "GLEW 初始化失败" << std::endl;return -1;}// 检查是否支持稀疏纹理扩展if (!GLEW_ARB_sparse_texture) {std::cerr << "不支持 ARB_sparse_texture 扩展" << std::endl;glfwTerminate();return -1;}// 创建纹理对象GLuint texture;glGenTextures(1, &texture);glBindTexture(GL_TEXTURE_2D, texture);// 设置纹理参数glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);// 分配稀疏纹理存储GLint alignment;glGetInternalformativ(GL_TEXTURE_2D, GL_RGBA8, GL_TEXTURE_SPARSE_ARB, 1, &alignment);glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, WIDTH, HEIGHT, GL_TRUE);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SPARSE_ARB, GL_TRUE);// 定义一个稀疏纹理的子区域GLint x = 0, y = 0, z = 0;GLint width = WIDTH / 2, height = HEIGHT / 2, depth = 1;GLint level = 0;glTexPageCommitmentARB(GL_TEXTURE_2D, level, x, y, z, width, height, depth, GL_TRUE);// 主循环while (!glfwWindowShouldClose(window)) {glfwPollEvents();// 清屏glClearColor(0.2f, 0.3f, 0.3f, 1.0f);glClear(GL_COLOR_BUFFER_BIT);// 这里可以进行纹理绘制操作glfwSwapBuffers(window);}// 清理资源glDeleteTextures(1, &texture);glfwTerminate();return 0;
}

采样器缓冲区对象(Sampler Buffer Object)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>const int WIDTH = 800;
const int HEIGHT = 600;int main() {// 初始化 GLFWif (!glfwInit()) {std::cerr << "GLFW 初始化失败" << std::endl;return -1;}// 创建窗口GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "Sampler Buffer Object Example", nullptr, nullptr);if (!window) {glfwTerminate();std::cerr << "窗口创建失败" << std::endl;return -1;}glfwMakeContextCurrent(window);// 初始化 GLEWif (glewInit() != GLEW_OK) {glfwTerminate();std::cerr << "GLEW 初始化失败" << std::endl;return -1;}// 创建缓冲区对象GLuint buffer;glGenBuffers(1, &buffer);glBindBuffer(GL_TEXTURE_BUFFER, buffer);// 分配缓冲区数据const int bufferSize = 1024;float* data = new float[bufferSize];for (int i = 0; i < bufferSize; ++i) {data[i] = static_cast<float>(i);}glBufferData(GL_TEXTURE_BUFFER, bufferSize * sizeof(float), data, GL_STATIC_DRAW);delete[] data;// 创建纹理对象并绑定到缓冲区GLuint texture;glGenTextures(1, &texture);glBindTexture(GL_TEXTURE_BUFFER, texture);glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, buffer);// 主循环while (!glfwWindowShouldClose(window)) {glfwPollEvents();// 清屏glClearColor(0.2f, 0.3f, 0.3f, 1.0f);glClear(GL_COLOR_BUFFER_BIT);// 这里可以在着色器中使用采样器缓冲区对象进行采样操作glfwSwapBuffers(window);}// 清理资源glDeleteTextures(1, &texture);glDeleteBuffers(1, &buffer);glfwTerminate();return 0;
}

多视图帧缓冲区对象(Multiview Framebuffer Object)

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>const int WIDTH = 800;
const int HEIGHT = 600;int main() {// 初始化 GLFWif (!glfwInit()) {std::cerr << "GLFW 初始化失败" << std::endl;return -1;}// 创建窗口GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "Multiview Framebuffer Object Example", nullptr, nullptr);if (!window) {glfwTerminate();std::cerr << "窗口创建失败" << std::endl;return -1;}glfwMakeContextCurrent(window);// 初始化 GLEWif (glewInit() != GLEW_OK) {glfwTerminate();std::cerr << "GLEW 初始化失败" << std::endl;return -1;}// 检查是否支持多视图扩展if (!GLEW_NV_multiview) {std::cerr << "不支持 NV_multiview 扩展" << std::endl;glfwTerminate();return -1;}// 创建帧缓冲区对象GLuint fbo;glGenFramebuffers(1, &fbo);glBindFramebuffer(GL_FRAMEBUFFER, fbo);// 创建纹理附件GLuint texture;glGenTextures(1, &texture);glBindTexture(GL_TEXTURE_2D_ARRAY, texture);glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, WIDTH, HEIGHT, 2); // 2 个视图// 将纹理附件附加到帧缓冲区glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0);// 设置多视图GLuint views[] = {0, 1};glNamedFramebufferMultiviewOVR(fbo, GL_COLOR_ATTACHMENT0, texture, 0, 0, 2, 2, views);// 主循环while (!glfwWindowShouldClose(window)) {glfwPollEvents();// 清屏glClearColor(0.2f, 0.3f, 0.3f, 1.0f);glClear(GL_COLOR_BUFFER_BIT);// 这里可以进行多视图渲染操作glfwSwapBuffers(window);}// 清理资源glDeleteTextures(1, &texture);glDeleteFramebuffers(1, &fbo);glfwTerminate();return 0;
}

版权声明:

本网仅为发布的内容提供存储空间,不对发表、转载的内容提供任何形式的保证。凡本网注明“来源:XXX网络”的作品,均转载自其它媒体,著作权归作者所有,商业转载请联系作者获得授权,非商业转载请注明出处。

我们尊重并感谢每一位作者,均已注明文章来源和作者。如因作品内容、版权或其它问题,请及时与我们联系,联系邮箱:809451989@qq.com,投稿邮箱:809451989@qq.com

热搜词