【发布时间】:2013-08-05 14:54:38
【问题描述】:
我一直试图让阴影贴图工作,但我什至无法通过它的深度缓冲区部分。我已经在互联网上找了几个小时了,yadayadayada。到目前为止,这是我的代码 -
为深度制作 FBO 和纹理:
GLuint framebuffer;
GLuint depth;
GLuint texture;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1280, 800, 0, GL_RGBA, GL_FLOAT, NULL);
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);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &depth);
glBindTexture(GL_TEXTURE_2D, depth);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1280, 800, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glDrawBuffer(GL_NONE);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "There was a problem with making the framebuffer\n";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return framebuffer;
将“深度”渲染到四边形以供查看:
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (int i = 0; i < objects.size(); i++)
{
objects[i].renderObjectForDepth();
}
glBindFrameBuffer(GL_TEXTURE_2D,0);
glBindTexture2D(GL_TEXTURE_2D, texture)
drawQuad();
对我来说,一切看起来都很好,但它会生成像所附图片一样的图像。几天来我一直在扯头发,如果有任何帮助,我们将不胜感激。
编辑:这是因为我正在渲染一个空白纹理,即从未被写入的纹理颜色。绘制深度纹理并写入颜色纹理后,它工作正常。但是没有颜色纹理怎么办呢?
【问题讨论】:
-
只有深度纹理的 FBO 完全有效。
-
@Grimmy 当我只使用深度纹理进行渲染时,纹理根本不会出现,只有当我有颜色纹理时才会出现。
-
哦。查看 glColorMask
-
你试过设置
glDrawBuffer(GL_NONE)和glReadBuffer(GL_NONE)只渲染深度吗? -
另外,您需要在每个 OpenGL 调用之后检查
glGetError()的值,这很有指导意义。
标签: macos opengl buffer depth fbo