【发布时间】:2016-12-16 10:21:55
【问题描述】:
所以,我一直在阅读这方面的内容,但我仍然没有找到结论。有些示例使用纹理作为渲染目标,有些人使用渲染缓冲区,有些人同时使用!
例如,仅使用纹理:
// Create the gbuffer textures
glGenTextures(ARRAY_SIZE_IN_ELEMENTS(m_textures), m_textures);
glGenTextures(1, &m_depthTexture);
for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_textures) ; i++) {
glBindTexture(GL_TEXTURE_2D, m_textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0);
}
两者:
glGenRenderbuffersEXT ( 1, &m_diffuseRT );
glBindRenderbufferEXT ( GL_RENDERBUFFER_EXT, m_diffuseRT );
glRenderbufferStorageEXT ( GL_RENDERBUFFER_EXT, GL_RGBA, m_width, m_height );
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_diffuseRT );
glGenTextures ( 1, &m_diffuseTexture );
glBindTexture ( GL_TEXTURE_2D, m_diffuseTexture );
glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_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 );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
// Attach the texture to the FBO
glFramebufferTexture2DEXT ( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_diffuseTexture, 0 );
有什么区别?创建纹理、渲染缓冲区然后将一个分配给另一个的意义何在?在您成功地为图像提供纹理后,它的内存被分配了,那么为什么需要将它绑定到渲染缓冲区呢? 为什么要使用纹理或渲染缓冲区?有什么优势?
我了解到您无法从渲染缓冲区中读取,只能从纹理中读取。那它有什么用呢?
编辑: 所以,我当前的 GBuffer 代码是这样的:
enum class GBufferTextureType
{
Depth = 0,
Position,
Diffuse,
Normal,
TexCoord
};
。 . .
glGenFramebuffers ( 1, &OpenGLID );
if ( Graphics::GraphicsBackend->CheckError() == false )
{
Delete();
return false;
}
glBindFramebuffer ( GL_FRAMEBUFFER, OpenGLID );
if ( Graphics::GraphicsBackend->CheckError() == false )
{
Delete();
return false;
}
uint32_t TextureGLIDs[5];
glGenTextures ( 5, TextureGLIDs );
if ( Graphics::GraphicsBackend->CheckError() == false )
{
Delete();
return false;
}
// Create the depth texture
glBindTexture ( GL_TEXTURE_2D, TextureGLIDs[ ( int ) GBufferTextureType::Depth] );
glTexImage2D ( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, In_Dimensions.x, In_Dimensions.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL );
glFramebufferTexture2D ( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, TextureGLIDs[ ( int ) GBufferTextureType::Depth], 0 );
// Create the color textures
for ( unsigned cont = 1; cont < 5; ++cont )
{
glBindTexture ( GL_TEXTURE_2D, TextureGLIDs[cont] );
glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB32F, In_Dimensions.x, In_Dimensions.y, 0, GL_RGB, GL_FLOAT, NULL );
glFramebufferTexture2D ( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + cont, GL_TEXTURE_2D, TextureGLIDs[cont], 0 );
}
// Specify draw buffers
GLenum DrawBuffers[4];
for ( unsigned cont = 0; cont < 4; ++cont )
DrawBuffers[cont] = GL_COLOR_ATTACHMENT0 + cont;
glDrawBuffers ( 4, DrawBuffers );
if ( Graphics::GraphicsBackend->CheckError() == false )
{
Delete();
return false;
}
GLenum Status = glCheckFramebufferStatus ( GL_FRAMEBUFFER );
if ( Status != GL_FRAMEBUFFER_COMPLETE )
{
Delete();
return false;
}
Dimensions = In_Dimensions;
// Unbind
glBindFramebuffer ( GL_FRAMEBUFFER, 0 );
这是要走的路吗? 还是得自己写对应的shader...
【问题讨论】:
-
第二个版本根本没有任何意义,因为它覆盖了渲染缓冲区的绑定。