我正在渲染到帧缓冲区,然后我想将其用作纹理。
我可以使用glReadPixels
将帧缓冲区保存到文件中,所以我确信我渲染正常。
我可以绑定到固定纹理并渲染确定。
但我无法绑定到帧缓冲区来代替固定纹理。
//setup:
private void setupRenderToTexture() {
fb = new int[numberOfBuffers];
depthRb = new int[numberOfBuffers];
renderTex = new int[numberOfBuffers];
texBuffer = new IntBuffer[numberOfBuffers];
// generate
GLES20.glGenFramebuffers(fb.length, fb, 0);
GLES20.glGenRenderbuffers(depthRb.length, depthRb, 0);
GLES20.glGenTextures(renderTex.length, renderTex, 0);
GLErrorHandler.checkGlError("glGenFramebuffers");
for (int i = 0; i < fb.length; i++) {
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fb[i]);
// generate color texture
GLState.Instance.bindTexture(0, renderTex[i]);
// parameters
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
// GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
// GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
// create it
// create an empty intbuffer first?
int[] fileData = new int[width * height];
texBuffer[i] = IntBuffer.wrap(fileData);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width,
height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE,
texBuffer[i]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D,
renderTex[i], 0);
// create render buffer and bind 16-bit depth buffer
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, depthRb[i]);
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER,
GLES20.GL_DEPTH_COMPONENT16, width, height);
GLErrorHandler.checkGlError("glRenderbufferStorage or above");
}
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
}
使用帧缓冲区:
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fb[0]);
保存帧缓冲区(用于测试):
GLES20.glReadPixels(sourceX, sourceY, width, height, GL10.GL_RGBA,
GL10.GL_UNSIGNED_BYTE, ib);
然后渲染到屏幕:
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fb[0]);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture); //some simple texture works but:
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, renderTex[0]); //frame buffer texture does not work
如果我绑定到renderTex[0]