通过帧缓冲区对象渲染到纹理
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【中文标题】通过帧缓冲区对象渲染到纹理【英文标题】:Render to texture via the framebuffer object 【发布时间】:2016-04-09 03:31:31 【问题描述】:我初始化帧缓冲区。然后,在一个循环中,我将场景渲染为纹理,处理其着色器并推断屏幕。在我的电脑上一切正常。 (Radeon HD 7870。)在另一台 PC (GeForce FX 5200) 上,函数 glCheckFramebufferStatusEXT 返回错误“8cdd”并以 0-1 fps 的帧速率渲染黑屏。
源代码:
#include "main.hpp"
GLuint fbo, fbo_texture, rbo_depth;
GLuint vbo_fbo_vertices;
GLuint program_postproc, attribute_v_coord_postproc, uniform_fbo_texture;
GLuint vs, fs;
Shader shader;
int main(void)
init();
glGenFramebuffersEXT(1, &fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &fbo_texture);
glBindTexture(GL_TEXTURE_2D, fbo_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo_texture, 0);
GLenum status;
if ((status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)) != GL_FRAMEBUFFER_COMPLETE_EXT)
fprintf(stderr, "glCheckFramebufferStatus: error %p", status);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
GLfloat fbo_vertices[] = -1, -1, 1, -1,-1, 1, 1, 1 ;
glGenBuffers(1, &vbo_fbo_vertices);
glBindBuffer(GL_ARRAY_BUFFER, vbo_fbo_vertices);
glBufferData(GL_ARRAY_BUFFER, sizeof(fbo_vertices), fbo_vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
shader.load("shaders/post_processing.vert", "shaders/post_processing.frag");
attribute_v_coord_postproc = glGetAttribLocation(shader.program(), "v_coord");
if (attribute_v_coord_postproc == -1)
fprintf(stderr, "Could not bind attribute %s\n", "v_coord");
return 0;
uniform_fbo_texture = glGetUniformLocation(shader.program(), "fbo_texture");
if (uniform_fbo_texture == -1)
fprintf(stderr, "Could not bind uniform %s\n", "fbo_texture");
return 0;
while (!glfwWindowShouldClose(m_window))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glClear(GL_COLOR_BUFFER_BIT);
shader.use();
glBindTexture(GL_TEXTURE_2D, fbo_texture);
glUniform1i(uniform_fbo_texture, /*GL_TEXTURE*/0);
glEnableVertexAttribArray(attribute_v_coord_postproc);
glBindBuffer(GL_ARRAY_BUFFER, vbo_fbo_vertices);
glVertexAttribPointer(attribute_v_coord_postproc, 2, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(attribute_v_coord_postproc);
glfwSwapBuffers(m_window);
glfwPollEvents();
glDeleteRenderbuffersEXT(1, &rbo_depth);
glDeleteTextures(1, &fbo_texture);
glDeleteFramebuffersEXT(1, &fbo);
glDeleteBuffers(1, &vbo_fbo_vertices);
glDeleteProgram(shader.program());
glfwDestroyWindow(m_window);
glfwTerminate();
exit(EXIT_SUCCESS);
void callbackError(int error, const char* description)
fputs(description, stderr);
void callbackKey(GLFWwindow* window, int key, int scancode, int action, int mods)
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
void callbackFramebufferSize(GLFWwindow* window, int width, int height)
m_width = width; m_height = height;
glBindTexture(GL_TEXTURE_2D, fbo_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
void init()
glfwSetErrorCallback(callbackError);
if (!glfwInit()) exit(EXIT_FAILURE);
m_width = 800; m_height = 600;
m_window = glfwCreateWindow(m_width, m_height, "Framebuffer Test", NULL, NULL);
if (!m_window) glfwTerminate(); exit(EXIT_FAILURE);
glfwMakeContextCurrent(m_window);
glfwSwapInterval(0);
glfwSetKeyCallback(m_window, callbackKey);
glfwSetFramebufferSizeCallback(m_window, callbackFramebufferSize);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) std::cout << "GLEW Init Error" << std::endl;
glClearColor(0.2, 0.3, 0.4, 1.0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
结果:
http://itmag.es/4KxQ5/
http://itmag.es/H5RD/
【问题讨论】:
您使用的是 OpenGL 还是 OpenGL ES? GeForce FX 5200 已经很老了,可能不支持你的FBO configuration
。抱歉,我知道的不够多,无法为您提供更多帮助。
【参考方案1】:
返回值0x8cdd
1是常量gl_FRAMEBUFFER_UNSUPPORTED
。
来自documentation
如果附加图像的内部格式组合违反了与实现相关的一组限制,则返回 GL_FRAMEBUFFER_UNSUPPORTED。
要找出问题所在,您可以做几件事:
检查返回值
GLenum lastErr:
...
if ((lastErr = glGetError())!= GL_NO_ERROR)
fprintf(stderr, "<lastFunctionCalledHere>: error %s", gluErrorString(lastErr));
return <returnCodeHere>;
检查是否存在 GL_EXT_framebuffer_object 扩展。
使用glGetIntegerv(GL_NUM_EXTENSIONS, ...)
获取分机数量,而不是使用glGetStringi(GL_EXTENSIONS, i)
i 小于所述数量。
检查实施限制
如果以上都没有找到原因,请尝试使用glGetXXX 检索一些有用的值,并使用GL_PROXY_TEXTURE_2D 测试纹理创建。
【讨论】:
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