void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { glfwSetWindowShouldClose(window, true); } } 1. 2. 3. 4. 5. 6. 7....
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 Size是指OpenGL中图像帧缓冲区的尺寸,它在实现图像渲染和处理时起着至关重要的作用。通过深入理解QOpenGLContext类及其相关方法,我们可以获得当前上下文的Framebuffer Size信息,并能够根据需要设置自定义的Framebuffer Size。同时,文章也介绍了如何在QOpenGLWidget中使用Framebuffer Size以及处理窗口大小变化对...
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);glPushAttrib(GL_VIEWPORT_BIT);glViewport(0,0,width, height);// Render as normal here// output goes to the FBO and it's attached buffersglPopAttrib();glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); 上面另外三行代码glPushAttrib/glPopAttrib 及 glVie...
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,texture,0); 2)渲染缓冲对象附件 过去纹理是唯一可用的附件,渲染缓冲对象是之后引入opengl中,将数据存储为opengl原生的渲染格式,并且针对离屏渲染缓冲有优化。API调用和其他的对象创建相似,固定的套路,创建/绑定.. ...
9.void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height):获取窗口帧缓存尺寸大小。 .window表示操作的窗口句柄。 .width和height表示保存窗口帧缓存宽高大小的地址。 10.GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffe...
一、帧缓冲(Frame Buffer) 这里问自己一个有趣的问题,之前所有的操作都是以何种对象为基础而进行效果的展现? OpenGL中具有1个默认的帧缓冲(在创建窗口时生成和配置,GLFW),之前的方法都是通过这个对象完成实现的。 既然有默认的帧缓冲,那是否可以拥有可以自定义的帧缓冲呢?
// 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...
Each buffer should have the same number of samples. Don't worry if you don't know what samples are, we'll get to those in alaterchapter. From the requirements it should be clear that we need to create some kind of attachment for the framebuffer and attach this attachment to the frame...
The width and height should be less than GL_MAX_RENDERBUFFER_SIZE, otherwise, it generates GL_INVALID_VALUE error. width和height必须比GL_MAX_RENDERBUFFER_SIZE_EXT小,否则将会产生GL_UNVALID_VALUE错误。 glGetRenderbufferParameteriv() void glGetRenderbufferParameteriv(GLenum target, ...