将屏幕外帧缓冲纹理渲染为主帧缓冲

render offscreen framebuffer texture to main framebuffer

本文关键字:缓冲 纹理 屏幕      更新时间:2023-10-16

我正在尝试使用一个帧缓冲对象,我无法控制它的设置方式。所以我正在创建一个具有深度的屏幕外fbo来绘制我的纹理。然后将其绘制到主帧缓冲区。我可以使用 OpenGL 分析器从资源中看到纹理,但我似乎无法让它绘制到主帧缓冲区。

这是我的代码

GLsizei glSizeWidthEquiv = width;
        GLsizei glSizeHeightEquiv = height;
        GLint originalFramebuffer;
        glGetIntegerv(GL_FRAMEBUFFER_BINDING, &originalFramebuffer);
        if(fbo == 0){
            glGenFramebuffers(1, &fbo);
        }
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        //Creating texture for framebuffer
        if(texColorBuffer == 0){
            glGenTextures(1, &texColorBuffer);
        }
        glBindTexture([outTex target], texColorBuffer);
        //Having it as null means the texture's data will be created dynamically
        //Using RGBA since the alpha layer is going to be needed
        glTexImage2D([outTex target], 0, GL_RGBA_FLOAT16_APPLE, glSizeWidthEquiv, glSizeHeightEquiv, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
        glTexParameteri([outTex target], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri([outTex target], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        //Attach texture to framebuffer
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, [outTex target], texColorBuffer, 0);
        //Creating render buffer
        if(renderBuffer == 0){
            glGenRenderbuffers(1, &renderBuffer);
        }
        glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, glSizeWidthEquiv, glSizeHeightEquiv);
        //Binding the renderbuffer to the framebuffer
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderBuffer);
        //Check framebuffer
        if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE){
            NSLog(@"Framebuffer incomplete noobn");
        }else{
            NSLog(@"Framebuffer COMPLETE!n");
        }
        //Start to use the frame buffer
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glViewport(0, 0, glSizeWidthEquiv, glSizeHeightEquiv);
        //cleaning texture: cleaning code here
        //initating glTex0
        glActiveTexture(GL_TEXTURE0);
        //setting up texture stuff
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
                    glClearColor(0, 0, 0, 1);
        glDisable(GL_CULL_FACE);
        glColor3f(1,0,0);

        glBegin(GL_QUADS);
        //box 1 in front
        glVertex3f(0, 0, 0);
        glVertex3f(500, 0, 0);
        glVertex3f(500, 500, 0);
        glVertex3f(0, 500, 0);
        //box 2 at the back
        glColor3f(0, 1, 0);
        glVertex3f(-250, -250, 50);
        glVertex3f(250, -250, 50);
        glVertex3f(250, 250, 50);
        glVertex3f(-250, 250, 50);
        glEnd();
        glFogCoordf(9);
        //End of framebuffer usage
        glBindFramebuffer(GL_FRAMEBUFFER, originalFramebuffer);
        glViewport(0, 0, (GLsizei)[outTex width], (GLsizei)[outTex height]);
        [self glGetError];
        glActiveTexture(GL_TEXTURE0);
        glBindTexture([outTex target], texColorBuffer);
        glCopyTexSubImage2D([outTex target], 0, 0, 0, 0, 0, glSizeWidthEquiv, glSizeHeightEquiv);

        glFlush();

程序的这一部分位于渲染部分,我在初始化时将fbo,renderBuffer和texColorBuffer设置为0,以防止它生成新的缓冲区。

所以本质上我正在创建缓冲区,直到它完成,然后重新绑定我创建的 fbo 来绘制我的形状。切换回原始 fbo 并尝试绘制它。

这里使用的[outTex目标]是GL_TEXTURE_RECTANGLE_ARB。

这是我在OpenGL分析器的纹理部分中的内容:http://img.photobucket.com/albums/v442/ardo/ScreenShot2013-10-27at112742PM.png

@GMasucci

我不完全确定这是否是创建 sscce 的正确方法,但这里有一个易于复制粘贴的代码,包括库、GLUT 和 OpenGL。这里使用的代码是从 www.videotutorialsrock.com 照明课程中捎带而来的,因此我有一个类似的环境。

#include <iostream>
#include <stdlib.h>
#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
using namespace std;
GLuint fbo,texColorBuffer,renderBuffer;
float  camMatrix [4][4];
//Initializes 3D rendering
void initRendering() {
    glEnable(GL_DEPTH_TEST);
}
//Called when the window is resized
void handleResize(int w, int h) {
    glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (double)w / (double)h, 1.0, 200.0);
}
//Draws the 3D scene
void drawScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -8.0f);

if(fbo == 0){
    glGenFramebuffers(1, &fbo);
}
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
if(texColorBuffer == 0){
    glGenTextures(1, &texColorBuffer);
}
glBindTexture(GL_TEXTURE_2D, texColorBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 400, 400, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texColorBuffer, 0);
if(renderBuffer == 0){
    glGenRenderbuffers(1, &renderBuffer);
}
glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 400, 400);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderBuffer);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE){
    printf("Error in framebuffer completeness n");
}
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, 400, 400);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBegin(GL_QUADS);
glColor3f(1,0,0);
glVertex3f(0, 0, 0);
glVertex3f(200, 0, 0);
glVertex3f(200, 200, 0);
glVertex3f(0, 200, 0);
glColor3f(0, 1, 0);
glVertex3f(-100, -100, -1);
glVertex3f(100, -100, -1);
glVertex3f(100, 100, -1);
glVertex3f(-100, 100, -1);
glEnd();
glFogCoordf(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, (GLsizei)400, (GLsizei)400);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texColorBuffer);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 400, 400);
glutSwapBuffers();
}
void update(int value) {
glutPostRedisplay();
glutTimerFunc(25, update, 0);
}
int main(int argc, char** argv) {
//Initialize GLUT
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(400, 400);
//set fbo,texBuffer and renderbuffer to 0
fbo = 0;
texColorBuffer = 0;
renderBuffer = 0;
//Create the window
glutCreateWindow("Lighting - videotutorialsrock.com");
initRendering();
//Set handler functions
glutDisplayFunc(drawScene);
glutReshapeFunc(handleResize);
glutTimerFunc(25, update, 0); //Add a timer
glutMainLoop();
return 0;
}

以前从未使用过glCopyTexSubImage2D,这是我对 opengl 手册页的最佳解释。

与 http://www.opengl.org/sdk/docs/man/xhtml/glCopyTexSubImage2D.xml 相比

块引用 glCopyTexSubImage2D 将二维纹理图像、立方体贴图纹理图像的矩形部分或一维数组纹理的多个切片的线性部分替换为当前GL_READ_BUFFER中的像素(而不是像 glTexSubImage2D 那样来自主内存)。

听起来您正在用originalFramebuffer替换texColorBuffer中的内容.

我将帧缓冲对象绘制到屏幕的方式是使用带纹理的全屏四边形,如下所示:

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0, 0, 0, 1);
glPushMatrix();
    GLfloat identity[4][4];
    for (int i=0; i<4; ++i){
        for (int j=0; j<4; ++j){
            identity[i][j] = 0;
        }
    }
    identity[0][0] = identity[1][1] = identity[2][2] = identity[3][3] = 1;
    glMatrixMode(GL_MODELVIEW);
    glLoadMatrixf(identity);
    glMatrixMode(GL_PROJECTION);
    glLoadMatrixf(identity);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture([outTex target], texColorBuffer);
    glBegin(GL_QUADS);
        glVertex2f(-1,-1);
        glTexCoord2f(0, 0);
        glVertex2f( 1,-1);
        glTexCoord2f(1, 0);
        glVertex2f( 1, 1);
        glTexCoord2f(1, 1);
        glVertex2f(-1, 1);
        glTexCoord2f(0, 1);
    glEnd();
glPopMatrix();