昨晚花费了我2个多小时的时间终于把OpenGL ES3.0中的MSAA给搞定了。在OpenGL ES2.0中,Khronos官方没有引入标准的MSAA全屏抗锯齿的方法,而Apple则采用了自己的GL_APPLE_framebuffer_multisample的扩展来实现MSAA。在iOS中,OpenGL ES3.0之前使用MSAA的方法可以参见Apple的官方OpenGL ES开发者指南,写得非常详细:

https://developer.apple.com/library/ios/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/WorkingwithEAGLContexts/WorkingwithEAGLContexts.html#//apple_ref/doc/uid/TP40008793-CH103-SW4

而对于OpenGL ES3.0,GL_APPLE_framebuffer_multisample扩展已经失效,不能再使用了。于是我在网上搜了许多资料,不过有帮助的不多,比较有方向性的文章是OpenGL官方wiki上关于多重采样的介绍:https://www.opengl.org/wiki/Multisampling

不过这篇文章针对的是OpenGL,与OpenGL ES稍微有些差异。于是本人借助Apple的文档结合这篇官维,终于把它捣鼓出来了。

其实,大部分代码与Apple官方所描述的差不多,有几个需要改动的地方:

1、要包含头文件<OpenGLES/ES3/gl.h>。如果是之前的OpenGL ES2.0,那么所包含的是<OpenGLES/ES2/gl.h>和<OpenGLES/ES2/glext.h>。

2、带‘APPLE’、‘EXT’以及‘OES’后缀的函数以及常量都没有了。改起来非常简单,直接把后缀给删了即可,比如原来的‘glRenderbufferStorageMultisampleAPPLE’改为‘glRenderbufferStorageMultisample’;原来的‘GL_RGBA8_OES’改为‘GL_RGBA8’。

3、在绘制时,用‘glBlitFramebuffer’来取代‘glResolveMultisampleFramebufferAPPLE’。

4、用‘glInvalidateFramebuffer’来取代‘glDiscardFramebufferEXT’。这个接口非常有用!使用和没使用速度能相差1倍之多!这里得感谢Apple的Xcode以及OpenGL ES Analysis的profile工具,使得我能查到之前的glDiscardFramebufferEXT被啥取代了……否则,如果包含<OpenGLES/ES2/glext.h>然后调用glDiscardFramebufferEXT也没啥问题。不过直接用官方标准的接口会更可靠些,至少更有可移植性些,呵呵。

下面我提供比较完整的使用范例(带有部分的Objective-C代码):

先是头文件

//  MyGLLayer.h
// CADemo
//
// Created by Zenny Chen on 14-8-19.
// Copyright (c) 2014年 Adwo. All rights reserved.
// @import QuartzCore; #import <OpenGLES/ES3/gl.h> @interface MyGLLayer : CAEAGLLayer
{
@private /* The pixel dimensions of the backbuffer */
GLint mBackingWidth;
GLint mBackingHeight; EAGLContext *mContext; /* OpenGL names for the renderbuffer and framebuffers used to render to this view */
GLuint mFramebuffer, mRenderbuffer, mDepthRenderbuffer; GLuint mMSAAFramebuffer, mMSAARenderbuffer, mMSAADepthRenderbuffer; CADisplayLink *mDisplayLink;
}

我们看到以上代码定义了两组FBO和RBO,一组是用于绘制到目标窗口的(不带MSAA的),另一组是用于图形渲染的,采用MSAA。在最后绘制时会把MSAA的FBO像素拷贝到单样本的FBO,用于显示。

以下是源文件的主要代码片段:

- (instancetype)init
{
self = [super init]; self.opaque = YES; self.contentsScale = [UIScreen mainScreen].scale; // Optionally configure the surface properties of the rendering surface by assigning a new dictionary of
// values to the drawableProperties property of the CAEAGLLayer object.
self.drawableProperties = @{
kEAGLDrawablePropertyRetainedBacking : @NO,
kEAGLDrawablePropertyColorFormat : kEAGLColorFormatRGBA8
}; // Set OpenGL ES context,use GL ES3 profile
mContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3]; return self;
} - (BOOL)createFramebuffer
{
// Create the framebuffer and bind it so that future OpenGL ES framebuffer commands are directed to it.
glGenFramebuffers(, &mFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); // Create a color renderbuffer, allocate storage for it, and attach it to the framebuffer.
glGenRenderbuffers(, &mRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer); // Create the color renderbuffer and call the rendering context to allocate the storage on our Core Animation layer.
// The width, height, and format of the renderbuffer storage are derived from the bounds and properties of the CAEAGLLayer object
// at the moment the renderbufferStorage:fromDrawable: method is called.
[mContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:self];
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mRenderbuffer); // Retrieve the height and width of the color renderbuffer.
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &mBackingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &mBackingHeight); // Perform similar steps to create and attach a depth renderbuffer.
glGenRenderbuffers(, &mDepthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mDepthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, mBackingWidth, mBackingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthRenderbuffer); // The following is MSAA settings
glGenFramebuffers(, &mMSAAFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, mMSAAFramebuffer); glGenRenderbuffers(, &mMSAARenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mMSAARenderbuffer);
// 4 samples for color
glRenderbufferStorageMultisample(GL_RENDERBUFFER, , GL_RGBA8, mBackingWidth, mBackingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mMSAARenderbuffer); glGenRenderbuffers(, &mMSAADepthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mMSAADepthRenderbuffer);
// 4 samples for depth
glRenderbufferStorageMultisample(GL_RENDERBUFFER, , GL_DEPTH_COMPONENT16, mBackingWidth, mBackingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mMSAADepthRenderbuffer); // Test the framebuffer for completeness.
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
return NO;
} glViewport(, , mBackingWidth, mBackingHeight); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Do other settings... return YES;
} - (void)drawLayer:(CADisplayLink*)link
{
glBindFramebuffer(GL_FRAMEBUFFER, mMSAAFramebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mMSAARenderbuffer); // Draw something here...
[self drawModels]; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mMSAAFramebuffer); #if 0
// OpenGL ES 2.0 Apple multisampling // Discard the depth buffer from the read fbo. It is no more necessary.
glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER, , (GLenum[]){GL_DEPTH_ATTACHMENT}); glResolveMultisampleFramebufferAPPLE(); glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER, , (GLenum[]){GL_COLOR_ATTACHMENT0});
#else
// OpenGL ES3.0 Core multisampling // Discard the depth buffer from the read fbo. It is no more necessary.
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, , (GLenum[]){GL_DEPTH_ATTACHMENT}); // Copy the read fbo(multisampled framebuffer) to the draw fbo(single-sampled framebuffer)
glBlitFramebuffer(, , mBackingWidth, mBackingHeight, , , mBackingWidth, mBackingHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, , (GLenum[]){GL_COLOR_ATTACHMENT0});
#endif glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer); // Assuming you allocated a color renderbuffer to point at a Core Animation layer, you present its contents by making it the current renderbuffer
// and calling the presentRenderbuffer: method on your rendering context.
[mContext presentRenderbuffer:GL_RENDERBUFFER];
}

大致使用流程如上述代码所示。我用11寸的MacBook Air上模拟器看,效果十分明显(因为MacBook Air不是retina屏)。上述demo中使用了4个样本,基本够用了。

如果各位要看非MSAA版本,只需要把drawLayer:方法下面第一行代码改为:‘glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);’;然后把对glBlitFramebuffer的调用给注释掉即可,非常方便~

最新文章

  1. Oracle客户端工具出现“Cannot access NLS data files or invalid environment specified”错误的解决办法
  2. Integer to English Words
  3. 在渲染前获取 View 的宽高
  4. ASP.NET 你必须知道的EF知识和经验
  5. ElasticSearch作为Windows服务启动
  6. LinkedHashSet与TreeSet
  7. 网站瓶颈分析—MYSQL性能分析
  8. Cocos中的观察者设计模式与通知机制
  9. 使用adb devices命令,老是报error:device offline的错误。
  10. LinuxC安装gcc
  11. 第三章:3.3 post 请求
  12. Java interview questions(No1)
  13. A potentially dangerous Request.Form value was detected from the client问题处理
  14. android:如何通过chrome远程调试APP中的webView的h5代码
  15. 广州移动宽带DNS
  16. [svc]HTTPS证书生成原理和部署细节
  17. MySQL中的修改表操作
  18. SpringMVC处理模型数据
  19. Charm Bracelet(01背包问题)
  20. B1030 完美数列 (25 分)

热门文章

  1. python高级特性-迭代器
  2. 完成N!的程序编写: 1、用循环算法编写; 2、用递归算法编写;
  3. 《团队名称》第九次团队作业:Beta冲刺与验收准备
  4. 2019-2020-1 20199301《Linux内核原理与分析》第五周作业
  5. vscode——设置自动保存
  6. 精妙的SQL语句
  7. 洛谷 P816 忠诚 题解
  8. word写博客
  9. Jenkins - Update information obtained: 不可用 ago;
  10. PHP 高手博客网站集合