【发布时间】:2018-10-28 11:08:45
【问题描述】:
我正在尝试将我的场景渲染到我的 FBO,然后在屏幕一角以较小的尺寸渲染它。它工作正常,但前提是 FBO 只有颜色纹理。当我尝试将深度纹理或深度缓冲区附加到它时,它会绘制我屏幕的单个像素。以下是一些屏幕:
这是我的 FBO 课程代码:
FrameBuffer::FrameBuffer()
{
GLcall( glGenFramebuffers(1, &m_id) );
GLcall( glBindFramebuffer(GL_FRAMEBUFFER, m_id) );
GLcall( glDrawBuffer(GL_COLOR_ATTACHMENT0) );
GLcall( glBindFramebuffer(GL_FRAMEBUFFER, 0) );
}
void FrameBuffer::attachTexture(const unsigned int width, const unsigned int height)
{
GLcall( glBindFramebuffer(GL_FRAMEBUFFER, m_id) );
m_textureAttachmentsIDs.push_back(0);
GLcall( glGenTextures(1, &m_textureAttachmentsIDs[ m_textureAttachmentsIDs.size() - 1 ]) );
GLcall( glBindTexture(GL_TEXTURE_2D, m_textureAttachmentsIDs[ m_textureAttachmentsIDs.size() - 1 ]) );
GLcall( glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr) );
GLcall( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) );
GLcall( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );
GLcall( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
GLcall( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
GLcall( glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_textureAttachmentsIDs[ m_textureAttachmentsIDs.size() - 1 ], 0) );
GLcall( glBindTexture(GL_TEXTURE_2D, 0) );
GLcall( glBindFramebuffer(GL_FRAMEBUFFER, 0) );
}
void FrameBuffer::attachDepthTexture(const unsigned int width, const unsigned int height)
{
GLcall( glBindFramebuffer(GL_FRAMEBUFFER, m_id) );
GLcall( glGenTextures(1, &m_depthTextureAttachmentID) );
GLcall( glBindTexture(GL_TEXTURE_2D, m_depthTextureAttachmentID) );
GLcall( glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr) );
GLcall( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) );
GLcall( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );
GLcall( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
GLcall( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
GLcall( glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_ALPHA) );
GLcall( glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTextureAttachmentID, 0) );
GLcall( glBindTexture(GL_TEXTURE_2D, 0) );
GLcall( glBindFramebuffer(GL_FRAMEBUFFER, 0) );
}
void FrameBuffer::attachDepthBuffer(const unsigned int width, const unsigned int height)
{
GLcall( glBindFramebuffer(GL_FRAMEBUFFER, m_id) );
GLcall( glGenRenderbuffers(1, &m_depthBufferAttachmentID) );
GLcall( glBindRenderbuffer(GL_RENDERBUFFER, m_depthBufferAttachmentID) );
GLcall( glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height) );
GLcall( glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBufferAttachmentID) );
GLcall( glBindRenderbuffer(GL_RENDERBUFFER, 0) );
GLcall( glBindFramebuffer(GL_FRAMEBUFFER, 0) );
}
void FrameBuffer::bind(const unsigned int width, const unsigned int height) const
{
GLcall( glBindFramebuffer(GL_FRAMEBUFFER, m_id) );
GLcall( glViewport(0, 0, width, height) );
}
void FrameBuffer::unbind(const Window& window) const
{
GLcall( glBindFramebuffer(GL_FRAMEBUFFER, 0) );
GLcall( glViewport(0, 0, window.getWidth(), window.getHeight()) );
}
这是设置我的 FBO 和 Sprite 以将纹理渲染到的代码:
FrameBuffer testFBO;
testFBO.attachTexture(320, 180);
testFBO.attachDepthTexture(320, 180);
Layer2D layer(window);
Sprite2D screenSprite(vector2(400.0f, 600.0f), vector2(640.0f, 360.0f));
layer.addSprite(&screenSprite);
Texture screenTexture(testFBO.getTextureAttachments()[0], 320, 180);
这是处理渲染的代码:
testFBO.bind(320, 180);
rr.render(cam);
testFBO.unbind(window);
screenSprite.setTexture(&screenTexture);
rr.render(cam);
layer.render();
我没有发布渲染代码,因为如果我不附加深度纹理或深度缓冲区,它会渲染一切正常。
是的,我正在清除深度缓冲区:
GLcall( glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) );
GLcall() 函数检查任何 OpenGL 错误,并且在我执行此代码时没有任何错误。
提前致谢。
【问题讨论】:
-
这里是纹理代码行:Texture screenTexture(testFBO.getColorTexture(), 320, 180);
-
您是否尝试过清除深度缓冲区?
-
检查帧缓冲区的完整性。并尝试使用 GL 实现实际上需要支持的深度缓冲区格式,
GL_DEPTH_COMPONENT32不支持。 -
@Smile 你是否也清除了 framebuffer 的单独深度缓冲区?
-
清除深度缓冲区是解决方法。谢谢托马斯和@Rabbid76