我已经搜索了几个小时来解决我的问题。
首先,我有HD 7800系列的amd GPU,也安装了最新的驱动程序。
我正在尝试创建一个帧缓冲类,其中包含我需要的所有帧缓冲函数。看起来我已经让渲染缓冲工作了,但是纹理绘制会导致非常奇怪的错误。
FrameBuffer::FrameBuffer(int width, int height)
{
createFrameBuffer();
// createDepthBufferAttachment(width, height); //commented out for testing (THIS WORKS)
createTextureAttachment(width, height);
// createDepthTextureAttachment(width, height); //commented out for testing
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE){
std::cerr << glCheckFramebufferStatus(GL_FRAMEBUFFER) << "\nFramebuffer failed to generate! 0\n";
}
unbindFrameBuffer();
}
FrameBuffer::~FrameBuffer()
{
if (fbo != NULL)
glDeleteFramebuffers(1, &fbo);
if (colorTexture != NULL)
glDeleteTextures(1, &colorTexture);
if (depthBuffer != NULL)
glDeleteRenderbuffers(1, &depthBuffer);
if (depthTexture != NULL)
glDeleteTextures(1, &depthTexture);
}
void FrameBuffer::createFrameBuffer(){
glGenFramebuffers(1, &fbo);
}
void FrameBuffer::createTextureAttachment(int width, int height){
glGenTextures(1, &colorTexture);
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, GL_RGBA, 0, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE){
std::cerr << glCheckFramebufferStatus(GL_FRAMEBUFFER) << "\nFramebuffer failed to generate! 1\n";
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FrameBuffer::createDepthTextureAttachment(int width, int height){
glGenTextures(1, &depthTexture);
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, width, height, GL_DEPTH_COMPONENT, 0, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE){
std::cerr << glCheckFramebufferStatus(GL_FRAMEBUFFER) << "\nFramebuffer failed to generate! 2\n";
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FrameBuffer::createDepthBufferAttachment(int width, int height){
glGenRenderbuffers(1, &depthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE){
std::cerr << glCheckFramebufferStatus(GL_FRAMEBUFFER) << "\nFramebuffer failed to generate! 3\n";
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FrameBuffer::bindFrameBuffer( int width, int height){
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, width, height);
}
void FrameBuffer::unbindFrameBuffer(){
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, DisplayManager::getWidth(), DisplayManager::getHeight());
}
glCheckFrameBufferStatus在两个检查点都返回GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT。使用createDepthTextureAttachment()也出现了同样的问题。两者似乎都不起作用。
createDepthBufferAttachment()运行良好。
更多信息:实际上我正在向函数中传递宽度和高度,它们都是1024。 我尝试过将GL_RGBA更改为GL_RGB,并尝试使用不同大小的GL_DEPTH_COMPONENT。
目前我打算只使用1个纹理,而不是所有3个函数。
我不知道这是否重要,但已经设置了SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32)。
我也尝试过使用glFramebufferTexture()函数。
提前感谢你!