当前位置: 首页 > news >正文

购物网站备案怎么创建网址

购物网站备案,怎么创建网址,成都疫情最新情况最新消息,常州做网站一般多少钱本文整理了常用的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…

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;
}
http://www.hengruixuexiao.com/news/56579.html

相关文章:

  • 免费室内设计素材网站网站seo在线诊断分析
  • 国税局网站里打印设置如何做网站设计公司官网
  • 基于vue的个人网站开发北京疫情太严重了
  • 贵阳手机网站建设盐城seo营销
  • 外贸网站是用什么软件做的免费seo培训
  • 网站推广专家十年乐云seo微信引流的十个方法
  • 开网上授课的网站应该怎么做营销策略分析包括哪些内容
  • 公司网站域名申请知乎推广优化
  • html5在线制作网站模板pc网站优化排名
  • 建设银行网站用什么字体启信聚客通网络营销策划
  • 如何在网站上做支付功能天津seo关键词排名优化
  • easyui 做网站广告推广赚钱在哪接
  • 莱芜网站建设资情况介绍sem 优化价格
  • 税务网站建设的基本要求平台推广
  • 大连网站开发培训阿里大数据分析平台
  • wordpress搭建直播间seocui cn
  • 建设工程与建设工程项目对seo的认识和理解
  • 免费发布广告的网站郑州网站建设公司
  • 网站设置默认首页企业培训机构有哪些
  • 做饲料机的川工网站福州百度快照优化
  • 雄县哪做网站淘宝站外引流推广方法
  • 哪个网站做加盟的比较靠谱网站点击量统计
  • 有做不锈钢工程的网站2022最新引流推广平台
  • wordpress 打开很慢徐州seo公司
  • 西安网站建设 企业建站网上竞价平台
  • 现在在市场上做网站怎么样百度小说免费阅读
  • 长白山网站学做管理平台汕头seo按天付费
  • wordpress 主机主题seo网站优化培训
  • 福田网站开发成人职业技能培训有哪些项目
  • 网站建设软件哪个最好晨阳seo顾问