当在android上使用帧缓冲区时,场景不会渲染

时间:2012-08-31 07:16:00

标签: android opengl-es opengl-es-2.0

我正在尝试将我的应用程序切换到使用framebuffer / renderbuffer对象(以后要渲染到纹理),但每当我使用framebuffer / renderbuffer时,都不会渲染。当默认帧缓冲区保持打开时,默认情况下,它呈现正常;所有颜色,深度和模板相关功能都与预期完全一致。

初始化代码:

if(frameBuffer == 0 || !GLES20.glIsFramebuffer(frameBuffer)){
    int[] retVal = new int[1];
    GLES20.glGenFramebuffers(1, retVal, 0);
    frameBuffer = retVal[0];
    retVal[0] = 0;

    if(renderBufferColour != 0 || !GLES20.glIsRenderbuffer(renderBufferColour)){
        GLES20.glGenRenderbuffers(1, retVal, 0);
        renderBufferColour = retVal[0];
    }

    if(renderBufferDepth != 0 || !GLES20.glIsRenderbuffer(renderBufferDepth)){
        GLES20.glGenRenderbuffers(1, retVal, 0);
        renderBufferDepth = retVal[0];
    }

    if(renderBufferStencil != 0 || !GLES20.glIsRenderbuffer(renderBufferStencil)){
        GLES20.glGenRenderbuffers(1, retVal, 0);
        renderBufferStencil = retVal[0];
    }
}

启用代码的帧缓冲(注释掉它可以使用默认缓冲区进行渲染):

GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBuffer);

GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, renderBufferColour);
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_RGBA4, width, height);
GLES20.glFramebufferRenderbuffer(
        GLES20.GL_FRAMEBUFFER,
        GLES20.GL_COLOR_ATTACHMENT0,
        GLES20.GL_RENDERBUFFER,
        renderBufferColour);

GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, renderBufferDepth);
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT16, width, height);
GLES20.glFramebufferRenderbuffer(
        GLES20.GL_FRAMEBUFFER,
        GLES20.GL_DEPTH_ATTACHMENT,
        GLES20.GL_RENDERBUFFER,
        renderBufferDepth);

GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, renderBufferStencil);
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_STENCIL_INDEX8, width, height);
GLES20.glFramebufferRenderbuffer(
        GLES20.GL_FRAMEBUFFER,
        GLES20.GL_STENCIL_ATTACHMENT,
        GLES20.GL_RENDERBUFFER,
        renderBufferStencil);

if (GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER) != GLES20.GL_FRAMEBUFFER_COMPLETE)
    throw new RuntimeException(String.format("Failed to make complete framebuffer object %x", GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER)));

不会抛出结尾处的异常,并且在每个步骤之后检查glGetError()时,不会返回任何错误。我在这里错过了什么吗?

1 个答案:

答案 0 :(得分:2)

好的,在阅读OpenGLES 2.0手册后,我看到了这一段:

By allowing the images of a renderbuffer to be attached to a framebuffer,
OpenGL ES provides a mechanism to support off-screen rendering. Further, by
allowing the images of a texture to be attached to a framebuffer, OpenGL ES provides
a mechanism to support render to texture.

在我看来,应用程序渲染缓冲区总是屏幕外而不是屏幕,正如我所料。如果我已正确阅读,这就是屏幕上没有图像的原因。