如何在OpenGL中实现下采样AA /过滤

时间:2014-05-07 19:27:42

标签: opengl antialiasing downsampling

我正在开发一款使用pixelart和相机的游戏,该游戏与像素艺术的大小不一致。为了让像素看起来像像素一样,我希望以更高的分辨率渲染整个游戏,然后将其下采样到实际的窗口分辨率(类似于GeDoSaTo mod在Dark Souls 2中所做的那样)并且只是在游戏中使用最接近的过滤纹理作为磁过滤器。如何在代码中进行下采样?

1 个答案:

答案 0 :(得分:4)

我为您编写了一些伪代码,演示了如何使用尺寸设置FBO:

scale *(res_x x res_y)。

2x超级采样将使用{strong> 2.0 的scale

我做了一些额外的工作来为你的颜色缓冲区提供纹理图像附件,这样你就可以使用纹理四边形(更好的性能)而不是blitting来绘制它。但是,由于这样做会涉及编写(简单)着色器,glBlitFramebuffer (...)是最快的解决方案。

初始化您的FBO的代码:

GLuint supersample_fbo,
       supersample_tex,
       supersample_rbo_depth;

glGenTextures (1, &supersample_tex);
glBindTexture (GL_TEXTURE_2D, supersample_tex);

glGenRenderbuffers (1, &supersample_rbo_depth);
glBindRenderbuffer (GL_RENDERBUFFER, supersample_rbo_depth);

// Allocate storage for your texture (scale X <res_x,res_y>)
glTexImage2D  (GL_TEXTURE_2D, 0, GL_RGBA8, res_x * scale, res_y * scale, 0, GL_RGBA, GL_FLOAT, NULL);

// Allocate storage for your depth buffer
glRenderBufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, res_x * scale, res_y * scale);

glGenFramebuffers (1, &supersample_fbo);
glBindFramebuffer (GL_FRAMEBUFFER, supersample_fbo);

// Attach your texture to the FBO: Color Attachment 0.
glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, supersample_tex, 0);

// Attach the depth buffer to the FBO.
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, supersample_rbo_depth);

吸引你的FBO的代码:

glBindFramebuffer (GL_FRAMEBUFFER, supersample_fbo);

// You need to modify the viewport mapping to reflect the difference in size.
// Your projection matrix can stay the same since everything is uniformly scaled.
//
glViewport        (0, 0, res_x * scale, res_y * scale);

  // DRAW

将FBO Blit到默认帧缓冲区的代码:

glBindFramebuffer (GL_READ_FRAMEBUFFER, supersample_fbo); // READ:  Supersampled
glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);               // WRITE: Default

// Downsample the supersampled FBO using LINEAR interpolation
glBlitFramebuffer (0,0,res_x * scale, res_y * scale,
                   0,0,res_x,         res_y,
                   GL_COLOR_BUFFER_BIT,
                   GL_LINEAR);

恢复绘制到默认帧缓冲区的代码:

// You probably want all subsequent drawing to go into the default framebuffer...
glBindFramebuffer (GL_FRAMEBUFFER, 0);
glViewport        (0,0,res_x,res_y);

此代码中存在大量缺少错误检查,并且FBO 非常 容易出错,但它应该指向正确的方向。