我尝试实现一些后期处理,因此我需要使用FrameBuffer
来收集整个图片,然后使用着色器对其进行后处理。我在LibGDX(Rendering a 3D model to texture in LibGDX)中找到了一些如何使用FrameBuffer
的示例,但它不起作用。我得到了黑屏。我的代码片段:
@Override
public void show() {
modelBatch = new ModelBatch();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 1f, 1f, 0f, 1f));
environment.add(new DirectionalLight().set(1f, 0.0f, 0.0f, 0f, -2f, 0f));
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(1f, 1f, 1f);
cam.lookAt(0,0,0);
cam.near = 0.1f;
cam.far = 300f;
cam.update();
com.badlogic.gdx.graphics.g3d.loader.ObjLoader loader =new ObjLoader();
model = loader.loadModel(Gdx.files.internal("cube/cube.obj"));
instance = new ModelInstance(model);
fbo = new FrameBuffer(Format.RGBA8888, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
sb= new SpriteBatch();
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
}
@Override
public void render(float delta) {
fbo.begin();
camController.update();
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(cam);
modelBatch.render(instance, environment);
modelBatch.end();
fbo.end();
//getting texture
tex = fbo.getColorBufferTexture();
//render texture
spriteBatch.begin();
spriteBatch.draw(tex,0,0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
spriteBatch.end();
}
我错了什么?
更新
我遇到了另一个问题。看看下面的图片:
我看到这个隐藏的景观片段。我用
fb = new FrameBuffer(Format.RGBA8888, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), false);
但是当我尝试打开FrameBuffer
的深度时,它再次显示黑屏:
fb = new FrameBuffer(Format.RGBA8888, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
如何摆脱显示此景观片段以及为什么FrameBuffer
不能与depth
参数一起使用?
答案 0 :(得分:1)
您可以使用ScreenUtils函数获取framebuffer /
http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/ScreenUtils.html
ScreenUtils.getFrameBufferPixels(int x, int y, int w, int h, boolean flipY)