回顾Bloom篇章中的内容,使用多渲染目标(Multiple Render Targets)在一个渲染处理之内渲染多个颜色缓冲。 对于几何渲染处理阶段,首先要初始化一个帧缓冲对象,称它为 gBuffer ,它包含了多个颜色缓冲和一个单独的深度渲染缓冲对象(Depth Renderbuffer Object) 对于位置和法向量的纹理,我们希望使用高精度的纹理(每分量16或3...
OpenGL texture 函数的采样原理 在OpenGL 里面,纹理符合 OpenGL 的生成方式,以对象(OpenGL Objects)的方式管理。通过标准的对象生成和管理方法,glGenTextures->glBindTexture然后把数据和参数配置给纹理对象,着色器对象并不直接同纹理对象相连接,而是通过激活纹理位置(glActiveTexture)。引用纹理图像单元的索引访问纹理数据,...
OpenGL can count and add up results into only one query object at a time, but it can manage several query objects and perform many queries back-to-back. We can expand our example to render multiple objects with multiple occlusion queries. If we had an array of ten objects to render, ...
// 延迟渲染光照渲染阶段[...]RenderQuad();// 现在像正常情况一样正向渲染所有光立方体shaderLightBox.Use();glUniformMatrix4fv(locProjection,1,GL_FALSE,glm::value_ptr(projection));glUniformMatrix4fv(locView,1,GL_FALSE,glm::value_ptr(view));for(GLuint i=0;i<lightPositions.size();i++){mode...
RenderQuad(); } The data we'll need to store of each fragment is apositionvector, anormalvector, acolorvector, and aspecular intensityvalue. In the geometry pass we need to render all objects of the scene and store these data components in the G-buffer. We can again usemultiple render...
So we cannot simply render the windows however we want and expect the depth buffer to solve all our issues for us; this is also where blending gets a little nasty. To make sure the windows show the windows behind them, we have to draw the windows in the background first. This means ...
Uses multiple render targets to fill all attachments (albedo, normals, position, depth) required for a G-Buffer in a single pass. A deferred pass then uses these to calculate shading and lighting in screen space, so that calculations only have to be done for visible fragments independent of...
GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_...
The following diagram shows the connectivity among the framebuffer object, texture object and renderbuffer object. Multiple texture objects or renderbuffer objects can be attached to a framebuffer object through the attachment points. 下面这幅图显示了帧缓存对象、纹理对象和渲染缓存对象之间的联系。多多个...
without being stuck to a certain elevation. Many games followed that imitated the look and feel of Doom, and were aptly dubbed "Doom-clones." Doom used a software renderer to render its real-time graphics to the screen, as did all of the other games of the early 1990s, but this was ...