FBO绑定,但没有被卷入其中

FBO bound but gets nothing drawn into it

本文关键字:绑定 FBO      更新时间:2023-10-16

我正在使用c++和OpenGL 3.3构建一个迷你游戏引擎,几乎所有内容都设置好了,除了后期处理效果。我开始阅读有关framebuffer的内容,并认为这不会是一个问题,我错了…

似乎framebuffers在被绑定后没有被使用。看一下代码示例:

....
GLuint FBO;
glViewport(0, 0, 800, 600);
glLoadIdentity();
glGenFramebuffers(1, &FBO);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
GLuint texColorBuffer;
glGenTextures(1, &texColorBuffer);
glBindTexture(GL_TEXTURE_2D, texColorBuffer);
glTexImage2D(
    GL_TEXTURE_2D, 0, GL_RGB, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL
);
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
);
GLenum drawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, drawBuffers);
GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
    std::cout << "Not completed!" << std::endl;
// Clear the screen
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Read the framebuffer pixels back to check if it 'cleared' to white
unsigned char *img = new unsigned char[104857600];
glReadPixels(0, 0, 800, 600, GL_RGBA, GL_UNSIGNED_BYTE, img);
std::cout << img << std::endl;
delete[] img;
exit(1);
....

但是,一旦我读回framebuffer像素,我什么也得不到,只是一个大的空博客(像许多行结尾)。这个代码有什么问题吗?此外,我几乎确定OpenGL设置正确,我有很多绘图后,这个"测试"块的代码。

编辑

这些是我使用的初始化标志:

// Initializes and binds VAO (vertex arrary object)
glGenVertexArrays(1, &vaoID);
glBindVertexArray(vaoID);
// Enabling stuff
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Other
glDisable(GL_DEPTH_TEST);

我也在使用SDL 2.0.1, GLEW(到目前为止的最新版本)和TDM-GCC (GCC 4.8.1)

更新历史:

  1. 修改代码与张贴的建议(状态检查和glTexSubImage2D)
  2. 删除glTexSubImage

从FrameBuffer读取像素返回数据,但您正在渲染到纹理,因此使用glGetTexImage或TexSubImage2D来获取已经绘制到纹理上的内容。

如果你仍然想使用readPixel,创建一个renderBuffer并与glFramebufferRenderbuffer绑定,或者你也可以在创建fbo时使用GL_READ_FRAMEBUFFER或GL_DRAW_FRAMEBUFFER来允许使用readPixel。

....
GLuint FBO;
glViewport(0, 0, 800, 600);
glLoadIdentity();
glGenFramebuffers(1, &FBO);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
GLuint texColorBuffer;
glGenTextures(1, &texColorBuffer);
glBindTexture(GL_TEXTURE_2D, texColorBuffer);

替换:

glTexImage2D(
    GL_TEXTURE_2D, 0, GL_RGB, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL
);
由:

glTexImage2D(
    GL_TEXTURE_2D, 0, GL_RGBA, 800, 600, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL
);

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
);
GLenum drawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, drawBuffers);
GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
    std::cout << "Not completed!" << std::endl;
// Clear the screen
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Read the framebuffer pixels back to check if it 'cleared' to white
unsigned char *img = new unsigned char[104857600];

替换:

glReadPixels(0, 0, 800, 600, GL_RGBA, GL_UNSIGNED_BYTE, img);
由:

glGetTexImage(  GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
std::cout << img << std::endl;
delete[] img;
exit(1);
....