您好我正在尝试使用opengl进行屏幕外渲染。我已经阅读了问题How to render offscreen on OpenGL?的答案。我在顶部答案中设置了所有内容,但是opengl没有在帧缓冲区上绘制。至少我可以从中获取数据。有例子。我做错了什么?
#define GLEW_STATIC
#define FREEGLUT_STATIC
#include "GL\glew.h"
#include "GL\freeglut.h"
#include <cstdio>
void RenderFunction(void);
GLuint fbo, render_buf;
unsigned char *data = new unsigned char[256 * 256 * 4]();
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutCreateWindow("Lel");
glewInit();
glGenFramebuffers(1, &fbo); //
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); //
glGenRenderbuffers(1, &render_buf); // (1) Comment this section
glBindRenderbuffer(GL_RENDERBUFFER, render_buf); //
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, 256, 256); //
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, render_buf); //
glutDisplayFunc(RenderFunction);
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glutMainLoop();
}
void RenderFunction(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_QUADS);
glColor4f(1.0f, 1.0f, 0.0f, 0.5f);
glVertex2f(1.0f, 1.0f);
glVertex2f(-1.0f, 1.0f);
glVertex2f(-1.0f, -1.0f);
glVertex2f(1.0f, -1.0f);
glEnd();
glFlush();
glReadBuffer(GL_COLOR_ATTACHMENT0); // (2) Comment first line and uncomment second
//glReadBuffer(GL_BACK); //
glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, data);
printf("begin:\n");
for (int i = 0; i < 8; i++) {
printf("%d ", data[i]);
}
printf("\n");
printf("end:\n");
for (int i = 256 * 256 * 4 - 8; i < 256 * 256 * 4; i++) {
printf("%d ", data[i]);
}
printf("\n\n");
//glutSwapBuffers(); // (3) uncomment buffer swap
}
答案 0 :(得分:3)
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
您绑定fbo
作为 draw 帧缓冲区,但glReadPixels
将始终从GL_READ_FRAMEBUFFER
读取。因此,您不会获得fbo
的内容,而是默认帧缓冲区的内容,而glReadBuffer(GL_COLOR_ATTACHMENT0)
实际上应该生成GL_INVALID_OPERATION
错误,因为默认缓冲区只有GL_FRONT
和GL_BACK
颜色缓冲区,没有通用颜色附件。
在许多来源上并非如此,您会看到glBindFramebuffer(GL_FRAMEBUFFER, ...)
这只是一次绑定GL_READ_FRAMEBUFFER
和GL_DRAW_FRAMEBUFFER
的快捷方式。
通常,检查GL错误有助于诊断此类问题。 Modern GL具有Debug Output功能,大大提高了可用性和信息密度,因此您应尽可能使用它。
您的代码也缺少适当的glViewport
调用您的FBO大小。最初,当GL上下文首次绑定到视口时,视口将设置为窗口的大小。