当我渲染到屏幕缓冲区时,一切都很顺利,但是当使用glReadPixels从FrameBuffer读取像素时,它总是返回0.
伪代码如下:
将纹理绑定到FrameBuffer:
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
int width, height;
width = 2;
height = 2;
float texture_data[] = {
1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f
};
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, texture_data);
GLuint framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
GLint texture_coord_attribute = glGetAttribLocation(program, "texture_coord");
glEnableVertexAttribArray(texture_coord_attribute);
glVertexAttribPointer(texture_coord_attribute, 2, GL_FLOAT, GL_FALSE,
sizeof(vertices[0]), (void*)(sizeof(float) * 5));
片段/顶点着色器:
static const char* vertex_shader_text =
"#version 330\n""
"attribute vec2 vPos;\n"
"attribute vec2 texture_coord;\n"
"varying vec2 Texcoord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(vPos, 0.0, 1.0);\n"
" Texcoord = texture_coord;\n"
"}\n";
static const char* fragment_shader_text =
"#version 330\n"
"varying vec2 Texcoord;\n"
"uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture(tex, Texcoord);\n"
"}\n";
在主循环中读取像素:
glViewport(0, 0, 720, 480);
glUseProgram(program);
glDrawArrays(GL_TRIANGLES, 0, 6);
GLubyte pixels[3] = {0};
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(360, 240, 1, 1, GL_RGB, GL_FLOAT, pixels);
// Any value returns 0 not only 360 and 240
printf("|%f||%f||%f|\n", pixels[0], pixels[1], pixels[2]);
glfwSwapBuffers(window);
glfwPollEvents();
这是我遵循的管道。这有什么不对? 感谢。
答案 0 :(得分:1)
glReadPixels
的第5和第6个参数(format
和type
)指定目标像素数据的格式和数据类型。
由于您要读取元素数据类型为GLubyte
的缓冲区,因此类型必须为GL_BYTE
。
更改您的代码:
glReadPixels(360, 240, 1, 1, GL_RGB, GL_BYTE, pixels);
或者将数据读取到GLfloat
类型的缓冲区:
GLfloat pixels[3];
glReadPixels(360, 240, 1, 1, GL_RGB, GL_FLOAT, pixels);
注意,您所做的是将12个字节(sizeof(float)*3
)读取到大小为3个字节(GLubyte pixels[3]
)的缓冲区。这意味着表示红色通道的浮点值的一部分存储在缓冲区中。其余的会覆盖一些内存不良的内存。