我有一个简单的场景,它渲染了一个网格、一个平面和一个立方体。我也有两个不同的着色器。一个是平面着色器,它以随机颜色渲染对象,另一个是噪声着色器,它渲染具有噪声效果的对象。我希望能够:
glReadPixels
获取的单击颜色. 基本上我想实现颜色选择。不过,它似乎不适用于立方体和飞机。像素值始终是来自噪声着色器的灰度值。
这是我的绘图程序的样子:
void Draw(const bool offscreen = false)
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 projection = glm::perspective(glm::radians(camera.zoom), (float)viewport_width / (float)viewport_height, 0.1f, 100.0f);
glm::mat4 view = camera.get_view_matrix();
if (offscreen)
{
flat_shader.use();
flat_shader.set_mat4("projection", projection);
flat_shader.set_mat4("view", view);
grid.Draw(&flat_shader);
box.Draw_offscreen(&flat_shader);
plane.Draw_offscreen(&flat_shader);
}
else
{
noise_shader.use();
noise_shader.set_mat4("projection", projection);
noise_shader.set_mat4("view", view);
noise_shader.set_float("iTime", delta_time);
plane.Draw(&noise_shader);
box.Draw(&noise_shader);
flat_shader.use();
flat_shader.set_mat4("projection", projection);
flat_shader.set_mat4("view", view);
grid.Draw(&flat_shader);
}
glfwSwapBuffers(window);
}
所以如果屏幕外是
false
场景看起来像这样(正常渲染):这就是
offscreen
时的场景。是 true
:这就是我创建 fbo 的方式:
void init_offscreen_buffer()
{
glGenFramebuffers(1, &fbo_off);
glGenRenderbuffers(1, &render_buf);
glBindRenderbuffer(GL_RENDERBUFFER, render_buf);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, viewport_width, viewport_height);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_off);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, render_buf);
// I also checked for FRAMEBUFFER_COMPLETE
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
现在当用户点击我运行的场景时
pick_color_id
在点击的像素上打印颜色。void pick_color_id(double x, double y)
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_off);
Draw(true);
GLubyte pixel_color[4];
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(x, 800 - y - 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel_color);
cout << "---------------------------------------------------------" << endl;
cout << "Mouse click position: " << x << "; " << y << endl;
cout << "Target pixel color: " << (unsigned int)pixel_color[0] << ";" << (unsigned int)pixel_color[1] << ";" << (unsigned int)pixel_color[2] << endl;
cout << "---------------------------------------------------------" << endl;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
正如我在绑定(bind)缓冲区后看到的那样,它应该是渲染目标,它应该包含平面和立方体的平面颜色。实际上,它总是像在噪声着色器中一样打印灰度颜色。
我认为我的 fbo 设置或使用有问题(可能两者都有)。我错过了什么?
最佳答案
glReadPixels
从帧缓冲区读取日期,因此帧缓冲区绑定(bind)的目标必须是 GL_READ_FRAMEBUFFER
不是 GL_DRAW_FRAMEBUFFER
:
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_off);
Draw(true);
GLubyte pixel_color[4];
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_off);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(x, 800 - y - 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel_color);
分别
glBindFramebuffer(GL_FRAMEBUFFER, fbo_off);
Draw(true);
GLubyte pixel_color[4];
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(x, 800 - y - 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel_color);
我建议启用 Debug Output用于查找 OpenGL 错误。例如:
#include <iostream>
void GLAPIENTRY DebugCallback(
unsigned int source,
unsigned int type,
unsigned int id,
unsigned int severity,
int length,
const char *message,
const void *userParam )
{
std::cout << message << std::endl;
}
void init_opengl_debug() {
glDebugMessageCallback(&DebugCallback, nullptr );
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
关于c++ - 离屏渲染到帧缓冲区,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/61046598/