写入浮点FBO时精度低,钳位

时间:2012-06-08 14:25:25

标签: opengl

我有一个FBO,它是按照以下方式创建的:

glGenRenderbuffers(1, &m_depthStencilBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, m_width, m_height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);

glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_texture);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA32F_ARB, m_width, m_height, 0, GL_RGBA, GL_FLOAT, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);

glGenFramebuffers(1, &m_frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, m_texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer);
assert(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER));
glBindFramebuffer(GL_FRAMEBUFFER, 0);
assert(GL_NO_ERROR == glGetError());

然后我用这个最小的片段程序渲染到这个:

void main() {
    gl_FragColor = float4(3.001001f, 2.00002f, 7.00003f, 4.00004f);
}

如果我读出像这样的像素:

glReadPixels(0, 0, width, height, GL_RGBA, GL_FLOAT, &pixels[0]);

并检查由上述片段程序写入的像素(1,1,1,1)。我只是添加glReadPixels用于测试目的,如果我尝试使用textureRect在另一个片段程序中对FBO进行采样,我会遇到同样的问题。

2 个答案:

答案 0 :(得分:5)

是的,它将被钳制到范围(0,1) - 检查glClampColor并禁用颜色钳制。

希望这有帮助!

答案 1 :(得分:3)

问题是我的一个愚蠢的错误,在我调用的FBO调整大小代码中:

glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, ...);

而不是

glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA32F_ARB, ...);