从FBO到屏幕的OpenGL渲染

5

这个想法是在FrameBuffer对象中渲染场景的特定部分,使用不同的颜色附件,然后使用深度缓冲区将它们合并到最终图像中。在第一步中,我只想渲染到单个附件,然后再渲染到屏幕上。为此,我使用了glut,并使用了EXT_framebuffer_object规范,因为我的旧显卡需要这样做。在主函数中,我有:

int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitWindowSize(600, 512);
    glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE|GLUT_DEPTH);
    int mainHandle = glutCreateWindow("Demo");
    glutSetWindow(mainHandle);
    glutDisplayFunc(RenderCallback);
    glutReshapeFunc(ReshapeCallback);
    glutIdleFunc(IdleCallback);
    glutKeyboardFunc(KeyboardCallback);
    glutSpecialFunc(ArrowKeyCallback);
    glutMouseFunc(MouseCallback);
    glutMotionFunc(MotionCallback);

    MotionCallback(0,0);
    atexit(ExitNx);

    // Setup default render states
    glClearColor(0.3f, 0.4f, 0.5f, 1.0);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_COLOR_MATERIAL);

    // Setup lighting
    glEnable(GL_LIGHTING);
    float ambientColor[]    = { 0.0f, 0.1f, 0.2f, 0.0f };
    float diffuseColor[]    = { 1.0f, 1.0f, 1.0f, 0.0f };       
    float specularColor[]   = { 0.0f, 0.0f, 0.0f, 0.0f };       
    float position[]        = { 100.0f, 100.0f, 400.0f, 1.0f };     
    glLightfv(GL_LIGHT0, GL_AMBIENT, ambientColor);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseColor);
    glLightfv(GL_LIGHT0, GL_SPECULAR, specularColor);
    glLightfv(GL_LIGHT0, GL_POSITION, position);
    glEnable(GL_LIGHT0);
    GLenum status,st1,st2;                                            
    GLint colorBufferCount ;
    glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &colorBufferCount);   
    printf("Max number of attachments:%d \n " ,colorBufferCount);
    //initialising FBO
    glGenFramebuffersEXT(1,&fb);
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,fb);
    //attaching an image to render to
    glGenRenderbuffersEXT(1,&colorbf);
    glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,colorbf);
    glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_RGBA8,600,512);
    glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,   GL_RENDERBUFFER_EXT, colorbf);
    //creating depht buffer
    glGenRenderbuffersEXT(1, &depth_rb);
    glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_rb);
    glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, 600, 512);
    //attaching the depth buffer to the FBO
    glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_rb);
    st1=glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
    //checking for errors
    st2=glGetError();
    if(st1==GL_FRAMEBUFFER_COMPLETE_EXT)
        printf("so far so good\n ");
    else
        if(st1==GL_FRAMEBUFFER_UNSUPPORTED_EXT)
            printf("not good");
    const GLubyte *sir= new GLubyte [256];
    sir=gluErrorString(st1);
    printf("error received %s \n", sir);

    glutMainLoop();
}

在显示回调函数中,我有以下代码:
void RenderCallback()
{
    // Setup projection matrix
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(60.0f, (float)glutGet(GLUT_WINDOW_WIDTH)/(float)glutGet(GLUT_WINDOW_HEIGHT), 1.0f, 10000.0f);
    gluLookAt(gEye.x, gEye.y, gEye.z, gEye.x + gDir.x, gEye.y + gDir.y, gEye.z + gDir.z, 0.0f, 1.0f, 0.0f);

    // Setup modelview matrix
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); //setting our FBO to render to
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);  
    //render code 
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0); //unbiding

    //now I wish to see what I have written in the colorbf attachment , most likely my mistake is in the following to come
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
    glMatrixMode(GL_MODELVIEW); 
    glLoadIdentity();
    //should I have done something else before?
    glutSwapBuffers();
}

输出为空场景。
1个回答

11
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);

GL_COLOR_ATTACHMENT0_EXT不是一个有效的参数传递给glDrawBuffer()

如果您想要查看FBO(帧缓冲对象)的内容,添加一个纹理附件即可。在渲染完FBO后,只需绑定您的纹理附件并绘制一个全屏纹理矩形


3
故事的寓意是:每次通话后都要检查错误,至少在调试版本中这样做。 - Flexo
如果你在Linux上,BuGLe应该会有所帮助。而对于Windows系统,则有glintercept - genpfault
谢谢您的帮助,经过一些尝试,它按照我预期的方式工作了。如果我可以再问一个问题:我应该如何将在不同计算机上渲染的几个图像使用深度缓冲区合并到另一台中央计算机上的单个图像中?我必须读取图像和深度缓冲区的值并将它们发送到中央计算机吗? - Ray
如果你不想自己处理网络工作,可以试试Equalizer - genpfault
不幸的是,我必须进行网络编程,为此我使用MPI,但在测试之前,我想在同一台计算机上进行实验,以便理解和查看结果。如果您知道一些可以指引我正确方向的链接,能否分享给我呢? - Ray
不好意思,Equalizer是我所知道的唯一符合你的“网络OpenGL”主题的东西。你必须自己吸取和传输缓冲区。 - genpfault

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