Opengl帧缓冲区

时间:2014-05-08 14:44:38

标签: c++ opengl

我正试图在opengl中绘制一个帧缓冲区,就像直接在屏幕上绘制一样。

我正在处理此处提供的代码:https://stackoverflow.com/a/7324330/681026

我修改了prepare()方法,试图在右上角添加一个三角形。

这是我的准备功能的修改版本(缩进的部分是我修改过的部分):

void prepare()
{   
    static float a=0, b=0, c=0;

    glBindTexture(GL_TEXTURE_2D, 0); 
    glEnable(GL_TEXTURE_2D);
    glBindFramebuffer(GL_FRAMEBUFFER, fb);

    glViewport(0,0,fbo_width, fbo_height);

        glClearColor(0.0, 0.0, 0.0, 1.0);
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45, 1, 1, 10);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glEnable(GL_LIGHT0);
    glEnable(GL_LIGHTING);

    glEnable(GL_DEPTH_TEST);
    glDisable(GL_CULL_FACE);

    glLightfv(GL_LIGHT0, GL_POSITION, light_dir);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, light_color);

    glTranslatef(0,0,-5);

    glRotatef(a, 1, 0, 0); 
    glRotatef(b, 0, 1, 0); 
    glRotatef(c, 0, 0, 1); 

    glutSolidTeapot(0.75);

        glMatrixMode(GL_PROJECTION);
        glPushMatrix();

        glLoadIdentity();
        glOrtho(0, fbo_width, fbo_height, 0, 0, 1); 

        glBegin(GL_TRIANGLES);
        glColor3f(0.0, 1.0, 0.0);
        glVertex3f(0, 0, 0); 
        glVertex3f(1, 0, 0); 
        glVertex3f(0, 1, 0); 
        glEnd();

        glPopMatrix();


    a=fmod(a+0.1, 360.);
    b=fmod(b+0.5, 360.);
    c=fmod(c+0.25, 360.);
}   

该代码仅在绘制到屏幕时起作用,但不在此处(三角形不存在)。我怀疑这是一个简单的例子,我不能正确理解opengl。 这里的上下文是我正在尝试保存由libRocket绘制的框架,以便在我更新另一个线程中的上下文时可以重绘它。

编辑:这是完整的代码清单:

#include <GL/glew.h>
#include <GL/glut.h>

#include <cmath>
#include <iostream>

using namespace std;

namespace render
{
    int width, height;
    float aspect;

    void init();
    void reshape(int width, int height);
    void display();

    int const fbo_width = 512;
    int const fbo_height = 512;

    GLuint fb, color, depth;
};

void idle();

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH );

    glutCreateWindow("FBO test");
    glutDisplayFunc(render::display);
    glutReshapeFunc(render::reshape);
    glutIdleFunc(idle);

    glewInit();

    render::init();
    glutMainLoop();

    return 0;
}

void idle()
{
    glutPostRedisplay();
}

void CHECK_FRAMEBUFFER_STATUS()
{                                                         
    GLenum status;
    status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); 
    switch(status) {
    case GL_FRAMEBUFFER_COMPLETE:
        break;

    case GL_FRAMEBUFFER_UNSUPPORTED:
    /* choose different formats */
        break;

    default:
        /* programming error; will fail on all hardware */
        throw "Framebuffer Error";
    }
}

namespace render
{
    float const light_dir[]={1,1,1,0};
    float const light_color[]={1,0.95,0.9,1};

    void init()
    {
        glGenFramebuffers(1, &fb);
        glGenTextures(1, &color);
        glGenRenderbuffers(1, &depth);

        glBindFramebuffer(GL_FRAMEBUFFER, fb);

        glBindTexture(GL_TEXTURE_2D, color);
        glTexImage2D(   GL_TEXTURE_2D, 
                0, 
                GL_RGBA, 
                fbo_width, fbo_height,
                0, 
                GL_RGBA, 
                GL_UNSIGNED_BYTE, 
                NULL);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);

        glBindRenderbuffer(GL_RENDERBUFFER, depth);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, fbo_width, fbo_height);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);

        CHECK_FRAMEBUFFER_STATUS();
    }

    void reshape(int width, int height)
    {
        render::width=width;
        render::height=height;
        aspect=float(width)/float(height);
        glutPostRedisplay();
    }

    void prepare()
    {
        static float a=0, b=0, c=0;

        glBindTexture(GL_TEXTURE_2D, 0);
        glEnable(GL_TEXTURE_2D);
        glBindFramebuffer(GL_FRAMEBUFFER, fb);

        glViewport(0,0,fbo_width, fbo_height);

        glClearColor(0.0, 0.0, 0.0, 1.0);
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        gluPerspective(45, 1, 1, 10);

        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();

        glEnable(GL_LIGHT0);
        glEnable(GL_LIGHTING);

        glEnable(GL_DEPTH_TEST);
        glDisable(GL_CULL_FACE);

        glLightfv(GL_LIGHT0, GL_POSITION, light_dir);
        glLightfv(GL_LIGHT0, GL_DIFFUSE, light_color);

        glTranslatef(0,0,-5);

        glRotatef(a, 1, 0, 0);
        glRotatef(b, 0, 1, 0);
        glRotatef(c, 0, 0, 1);

        glutSolidTeapot(0.75);

            glMatrixMode(GL_PROJECTION);
            glPushMatrix();

            glLoadIdentity();
            glOrtho(0, fbo_width, fbo_height, 0, 0, 1);

            glBegin(GL_TRIANGLES);
            glColor3f(0.0, 1.0, 0.0);
            glVertex3f(0, 0, 0);
            glVertex3f(1, 0, 0);
            glVertex3f(0, 1, 0);
            glEnd();
            glPopMatrix();


        a=fmod(a+0.1, 360.);
        b=fmod(b+0.5, 360.);
        c=fmod(c+0.25, 360.);
    }

    void final()
    {
        static float a=0, b=0, c=0;

        glBindFramebuffer(GL_FRAMEBUFFER, 0);

        glViewport(0,0, width, height);

        glClearColor(1.,1.,1.,0.);
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        gluPerspective(45, aspect, 1, 10);

        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glTranslatef(0,0,-5);

        glRotatef(b, 0, 1, 0);

        b=fmod(b+0.5, 360.);

        glEnable(GL_TEXTURE_2D);
        glBindTexture(GL_TEXTURE_2D, color);

        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);

        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        glDisable(GL_LIGHTING);

        float cube[][5]=
        {
            {-1, -1, -1,  0,  0},
            { 1, -1, -1,  1,  0},
            { 1,  1, -1,  1,  1},
            {-1,  1, -1,  0,  1},

            {-1, -1,  1, -1,  0},
            { 1, -1,  1,  0,  0},
            { 1,  1,  1,  0,  1},
            {-1,  1,  1, -1,  1},
        };
        unsigned int faces[]=
        {
            0, 1, 2, 3,
            1, 5, 6, 2,
            5, 4, 7, 6,
            4, 0, 3, 7,
            3, 2, 6, 7,
            4, 5, 1, 0
        };

        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);

        glVertexPointer(3, GL_FLOAT, 5*sizeof(float), &cube[0][0]);
        glTexCoordPointer(2, GL_FLOAT, 5*sizeof(float), &cube[0][3]);

        glCullFace(GL_BACK);
        glDrawElements(GL_QUADS, 24, GL_UNSIGNED_INT, faces);

        glCullFace(GL_FRONT);
        glDrawElements(GL_QUADS, 24, GL_UNSIGNED_INT, faces);

        glDisableClientState(GL_VERTEX_ARRAY);
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);

    }

    void display()
    {
        prepare();
        final();

        glutSwapBuffers();
    }
}

2 个答案:

答案 0 :(得分:0)

您将三角形中的点的z设置为0.将它们设置为一个小的负数(例如-3)。

我注意到您正在使用已弃用的&#34;固定功能管道&#34;。我强烈建议你学习和使用&#34;现代GL&#34;代替。

答案 1 :(得分:0)

你错过了一些关键部分。首先,您永远不会在FBO(帧缓冲区对象)中设置任何颜色和深度缓冲区。如果您返回到您链接的示例代码,则会调用:

glTexImage2D(...)
glFramebufferTexture2D(...)
glRenderbufferStorage(...)
glFramebufferRenderbuffer(...)

需要这些电话。它们创建您渲染的缓冲区,并将它们绑定到您的FBO。

编辑:有人指出代码不是自包含的。查看渲染代码,问题可能在于您的转换。渲染三角形时,您仍然可以使用以前的平移/旋转。您还可以将矩阵模式设置为PROJECTION,并且永远不会切换回MODELVIEW。我相信您需要将标识矩阵加载到MODELVIEW中以进行三角形渲染,以获得您想要的结果。