【发布时间】:2017-04-10 16:19:12
【问题描述】:
我使用的是 2011 年初的 MacBook Pro,装有 macOS Sierra 10.12.4 和 Intel HD Graphics 3000 512 MB,并且我使用的是 JOGL。根据OS X 10.9 Core Profile OpenGL Information(不幸的是,他们还没有更新版本的信息),我的系统支持 0、16 或 24 bpp 深度缓冲区和 0 或 8 bpp 模板缓冲区。然而,我创建用户帧缓冲区时的实际工作似乎是任何人的猜测:
- 我可以让它与
GL_DEPTH_COMPONENT_32渲染缓冲区一起工作。 - 我无法让它与
GL_STENCIL_INDEX8渲染缓冲区一起工作——无论我使用的是16 位、24 位还是32 位深度缓冲区,我总是会收到GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT或GL_FRAMEBUFFER_UNSUPPORTED错误。 - 但我可以让它与
GL_DEPTH24_STENCIL8渲染缓冲区一起使用。
我无法在任何地方找到针对 OS X 的 GL_DEPTH24_STENCIL8 的具体提及。我想确保我的程序可以在各种系统上运行(包括 Windows 和 Linux,因为它是一个 JOGL 应用程序),但似乎我所能做的就是猜测并检查各种帧缓冲区配置,直到找到一个可行的.
真的没有更好的方法来决定使用什么帧缓冲区配置吗?有没有我没有找到的更好文档的网站?供应商是否因为某种原因难以记录?
代码示例
配置失败 int[] temps = new int[3];
this.width = width;
this.height = height;
gl3.glGenFramebuffers(1, temps, 0);
framebuffer = temps[0];
gl3.glBindFramebuffer(GL.GL_FRAMEBUFFER, framebuffer);
int numBuffers = 2;
if (desiredUseStencilBuffer) {
numBuffers++;
}
gl3.glGenRenderbuffers(numBuffers, temps, 0);
colorBuffer = temps[0];
depthBuffer = temps[1];
stencilBuffer = temps[2];
numSamples = targetNumSamples;
useStencilBuffer = desiredUseStencilBuffer;
if (numSamples > 1) {
gl3.glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
gl3.glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL.GL_RGBA8,
width, height);
gl3.glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
gl3.glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples,
GL.GL_DEPTH_COMPONENT24, width, height);
if (useStencilBuffer) {
gl3.glBindRenderbuffer(GL_RENDERBUFFER, stencilBuffer);
gl3.glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples,
GL3.GL_STENCIL_INDEX8, width, height);
}
} else {
gl3.glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
gl3.glRenderbufferStorage(GL_RENDERBUFFER, GL.GL_RGBA8, width, height);
gl3.glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
gl3.glRenderbufferStorage(GL_RENDERBUFFER, GL.GL_DEPTH_COMPONENT24, width, height);
if (useStencilBuffer) {
gl3.glBindRenderbuffer(GL_RENDERBUFFER, stencilBuffer);
gl3.glRenderbufferStorage(GL_RENDERBUFFER, GL3.GL_STENCIL_INDEX8,
width, height);
}
}
gl3.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
gl3.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL2ES3.GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depthBuffer);
if (useStencilBuffer) {
gl3.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL2ES3.GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, stencilBuffer);
}
int status = gl3.glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch (status) {
case GL.GL_FRAMEBUFFER_COMPLETE:
break;
case GL.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
throw new RuntimeException("An attachment could not be bound to frame buffer object!");
配置成功
int[] temps = new int[3];
this.width = width;
this.height = height;
gl3.glGenFramebuffers(1, temps, 0);
framebuffer = temps[0];
gl3.glBindFramebuffer(GL.GL_FRAMEBUFFER, framebuffer);
gl3.glGenRenderbuffers(2, temps, 0);
colorBuffer = temps[0];
depthBuffer = temps[1];
numSamples = targetNumSamples;
useStencilBuffer = desiredUseStencilBuffer;
if (numSamples > 1) {
gl3.glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
gl3.glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL.GL_RGBA8,
width, height);
gl3.glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
if (useStencilBuffer) {
gl3.glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples,
GL.GL_DEPTH24_STENCIL8, width, height);
} else {
gl3.glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples,
GL.GL_DEPTH_COMPONENT32, width, height);
}
} else {
gl3.glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
gl3.glRenderbufferStorage(GL_RENDERBUFFER, GL.GL_RGBA8, width, height);
gl3.glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
if (useStencilBuffer) {
gl3.glRenderbufferStorage(GL_RENDERBUFFER, GL.GL_DEPTH24_STENCIL8,
width, height);
} else {
gl3.glRenderbufferStorage(GL_RENDERBUFFER, GL.GL_DEPTH_COMPONENT32,
width, height);
}
}
gl3.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
if (useStencilBuffer) {
gl3.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL2ES3.GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, depthBuffer);
} else {
gl3.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depthBuffer);
}
int status = gl3.glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch (status) {
case GL.GL_FRAMEBUFFER_COMPLETE:
break;
case GL.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
throw new RuntimeException("An attachment could not be bound to frame buffer object!");
...
【问题讨论】:
标签: macos opengl jogl framebuffer stencil-buffer