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 rendering operations we've done so far were all done on top of the render buffers attached to thedefault framebuffer. The default framebuffer is created and configured when you create your window (GLFW does this for us). By creating our own framebuffer we can get an additional target ...
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...
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: ...
{std::cout<<"Failed to create GLFW window"<<std::endl;glfwTerminate();return-1;}glfwMakeContextCurrent(window);glfwSetFramebufferSizeCallback(window,framebuffer_size_callback);// glad: load all OpenGL function pointers 初始化glad// ---if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))...
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。
glfwMakeContextCurrent(window);//将窗口的上下文设置为当前线程的主上下文glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);//注册为调整窗口回调函数//GLAD是用来管理OpenGL的函数指针的,在调用任何OpenGL的函数之前初始化GLADif(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))//给GLAD传入了...
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。 AI检测代码解析 GLuint colorRenderbuffer; glGenRenderbuffers(1, &colorRenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height); ...
窗口大小从GLFW中获取后设置为视口大小,宽高比留到MVP矩阵计算中使用,并且每帧清空颜色和深度buffer,以预设颜色填充颜色buffer。 floatratio;intwidth,height;glfwGetFramebufferSize(window,&width,&height);ratio=width/(float)height;glViewport(0,0,width,height);glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BI...