【发布时间】:2016-02-08 19:16:25
【问题描述】:
我需要一些帮助来将反转场景渲染到帧缓冲区。我想做一个镜面效果。 我有什么结果: 初始化帧缓冲区:
GLuint FramebufferName = 0;
glGenFramebuffers(1, &FramebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
GLuint renderedTexture;
glGenTextures(1, &renderedTexture);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SCREEN_WIDTH, SCREEN_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTexture, 0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glReadBuffer(GL_NONE);
将场景绘制到帧缓冲区:
mView = camera.getViewMatrix();
mProjection = perspective(45.0f, 4.0f / 3.0f, 0.1f, 300.0f) * scale(mat4(1.0f), vec3(1.0f, -1.0f, 1.0f));
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferName);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
mWorld = rotate(mWorld, -15.0f, vec3(1, 0, 0));
mWorld = rotate(mWorld, -30.0f, vec3(0, 1, 0));
cubemap.Draw(mView, mProjection, mWorld);
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glUseProgram(program);
mWorld = translate(mat4(1.0f), vec3(0, -10, 0));
glUniformMatrix4fv(mvp_object, 1, GL_FALSE, value_ptr(mProjection * mView * mWorld * scale(mat4(1.0f), vec3(10.0f))));
cannon.Draw(program);
mWorld = mat4(1.0f);
mWorld = translate(mat4(1.0f), vec3(50, -10, 0));
mWorld = rotate(mWorld, 90.0f, vec3(0, 1, 0));
glUniformMatrix4fv(mvp_object, 1, GL_FALSE, value_ptr(mProjection * mView * mWorld * scale(mat4(1.0f), vec3(10.0f))));
cannon.Draw(program);
mWorld = mat4(1.0f);
mWorld = translate(mat4(1.0f), vec3(0, -10, 50));
mWorld = rotate(mWorld, 140.0f, vec3(0, 1, 0));
glUniformMatrix4fv(mvp_object, 1, GL_FALSE, value_ptr(mProjection * mView * mWorld * scale(mat4(1.0f), vec3(10.0f))));
cannon.Draw(program);
glDisable(GL_DEPTH_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
我看到了一些使用 glScalef(1.0, -1.0, 1.0) 反转场景的教程。 glScalef 用于旧版本的 opengl。如何在新版本的 opengl 中反转场景? 为了这个效果,我在 scale(mat4(1.0f), vec3(1.0, -1.0, 1.0)) 上乘以投影矩阵。对吗?
【问题讨论】:
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"如何在新版本的 opengl 中反转场景?"例如在着色器中
标签: c++ opengl glsl shader mirror