不太了解操作渲染缓冲区对象。例如,如果我想显示渲染缓冲区中的内容,我必须将渲染渲染到纹理?
GLuint fbo,color_rbo,depth_rbo;
glGenFramebuffers(1,&fbo);
glBindFramebuffer(GL_FRAMEBUFFER,fbo);
glGenRenderbuffersEXT(1, &color_rb);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, color_rb);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, 256, 256);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,GL_RENDERBUFFER_EXT, color_rb);
glGenRenderbuffersEXT(1, &depth_rb);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_rb);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, 256, 256);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT, depth_rb);
if(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)!=GL_FRAMEBUFFER_COMPLETE_EXT)return 1;
glBindFramebuffer(GL_FRAMEBUFFER,0);
//main loop
//This does not work :-(
glBindFramebuffer(GL_FRAMEBUFFER,fbo);
glClearColor(0.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawCube();
glBindFramebuffer(GL_FRAMEBUFFER,0);
任何想法?
答案 0 :(得分:11)
当您绘制到FBO而不是默认帧缓冲区时,您不会看到任何内容,这是FBO的一部分。
将渲染缓冲区blit到另一个帧缓冲区(在这种情况下,默认后备缓冲区可能为GL_BACK
)
如果要查看结果,请绘制纹理附件,然后绘制纹理映射的图元(例如三角形/四边形)。
/* We are going to blit into the window (default framebuffer) */
glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
glDrawBuffer (GL_BACK); /* Use backbuffer as color dst. */
/* Read from your FBO */
glBindFramebuffer (GL_READ_FRAMEBUFFER, fbo);
glReadBuffer (GL_COLOR_ATTACHMENT0); /* Use Color Attachment 0 as color src. */
/* Copy the color and depth buffer from your FBO to the default framebuffer */
glBlitFramebuffer (0,0, width,height,
0,0, width,height,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
GL_NEAREST);
首先,从一个帧缓冲区到另一个帧缓冲区的blitting通常比绘制两个填充整个视口的纹理三角形慢得多。 第二,当您对深度或模板图像进行blit时,不能使用线性过滤...但是如果采用纹理映射方法,则可以使用(这仅在源和目标缓冲区的分辨率不同时才真正重要blitting)。
总的来说,绘制纹理基元是更灵活的解决方案。如果你需要进行多重采样抗锯齿,Blitting是最有用的,因为你必须在着色器中实现它,否则在 Framebuffer对象之后添加了 的多重采样纹理;一些较旧的硬件/驱动程序支持FBO,但不支持多重采样颜色(需要DX10硬件)或深度(需要DX10.1硬件)纹理。