FrameBuffer渲染流程 //first PassglBindFramebuffer(GL_FRAMEBUFFER,framebuffer);glClearColor(0.1f,0.1f,0.1f,1.0f);glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);//我们现在不使用模板缓冲glEnable(GL_DEPTH_TEST);DrawScene();//second passglBindFramebuffer(GL_FRAMEBUFFER,0);//返回默认glClearC...
Framebuffer Object(FBO)在OpenGL中扮演着“画布”的角色,特别是在离屏渲染中显得尤为重要。离屏渲染是指将渲染结果输出到屏幕以外的其他地方,与在屏渲染不同,它允许我们在特定的缓冲区或纹理中渲染物体,而不是直接呈现在屏幕上。这种技术为后续的图像处理和合成提供了极大的灵活性。为了支持离屏渲染,FBO提供了对...
The OpenGL extension, GL_ARB_framebuffer_object provides an interface to create additional non-displayable framebuffer objects (FBO). This framebuffer is called application-created framebuffer in order to distinguish from the default window-system-provided framebuffer. By using framebuffer object (FBO...
glfwMakeContextCurrent(window);//set current window//glew initglewExperimental =GL_TRUE;if(glewInit() !=GLEW_OK){ std::cout<<"glew init failed..."<<std::endl;return-1; }//get width and height from glfw windowintwidth, height; glfwGetFramebufferSize(window,&width, &height);//define ...
void glDeleteFramebuffersEXT(GLsizei n, const GLuint* ids); glGenFramebuffersEXT()需要两个参数:第一个是要创建的帧缓存的数目,第二个是指向存储一个或者多个ID的变量或数组的指针。它返回未使用的FBO的ID。ID为0表示默认帧缓存,即window系统提供的帧缓存。
target: the framebuffer type we're targeting (draw, read or both). attachment: the type of attachment we're going to attach. Right now we're attaching a color attachment. Note that the0at the end suggests we can attach more than 1 color attachment. We'll get to that in a later cha...
glBindFramebuffer(GL_FRAMEBUFFER,0);// 用完了,需要删除帧缓冲对象glDeleteFramebuffers(1,&fbo); 2. 进一步理解帧缓冲对象 注意:帧缓冲本质上是个manager,本身并没有数据,实际的数据在颜色缓冲区、深度缓冲区、模板缓冲区中,manager只是管理这些有数据的缓冲区,对这些缓冲区的引用叫“附件”,参考下图: ...
// 显示所有的光源// glClear(GL_DEPTH_BUFFER_BIT);glBindFramebuffer(GL_READ_FRAMEBUFFER,gBuffer);glBindFramebuffer(GL_DRAW_FRAMEBUFFER,0);// Write to default framebufferglBlitFramebuffer(0,0,SCR_WIDTH,SCR_HEIGHT,0,0,SCR_WIDTH,SCR_HEIGHT,GL_DEPTH_BUFFER_BIT,GL_NEAREST);glBindFramebuffer...
创建一个彩色渲染缓冲区,为其分配存储空间,并将其附加到framebuffer的颜色附着点。 GLuint colorRenderbuffer; glGenRenderbuffers(1, &colorRenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height); ...
glfwMakeContextCurrent(window); glfwGetFramebufferSize(window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } glDeleteVertexArrays(1, &VAO); ...