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c++ - 将倒置场景渲染到帧缓冲区

转载 作者:塔克拉玛干 更新时间:2023-11-03 00:47:27 26 4
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我需要一些帮助来将倒置场景渲染到帧缓冲区。我想做一个镜面效果。结果是: My result初始化帧缓冲区:

GLuint FramebufferName = 0;
glGenFramebuffers(1, &FramebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);

GLuint renderedTexture;
glGenTextures(1, &renderedTexture);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SCREEN_WIDTH, SCREEN_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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTexture, 0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glReadBuffer(GL_NONE);

将场景绘制到帧缓冲区:

    mView = camera.getViewMatrix();
mProjection = perspective(45.0f, 4.0f / 3.0f, 0.1f, 300.0f) * scale(mat4(1.0f), vec3(1.0f, -1.0f, 1.0f));
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferName);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
mWorld = rotate(mWorld, -15.0f, vec3(1, 0, 0));
mWorld = rotate(mWorld, -30.0f, vec3(0, 1, 0));
cubemap.Draw(mView, mProjection, mWorld);
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glUseProgram(program);
mWorld = translate(mat4(1.0f), vec3(0, -10, 0));
glUniformMatrix4fv(mvp_object, 1, GL_FALSE, value_ptr(mProjection * mView * mWorld * scale(mat4(1.0f), vec3(10.0f))));
cannon.Draw(program);

mWorld = mat4(1.0f);
mWorld = translate(mat4(1.0f), vec3(50, -10, 0));
mWorld = rotate(mWorld, 90.0f, vec3(0, 1, 0));
glUniformMatrix4fv(mvp_object, 1, GL_FALSE, value_ptr(mProjection * mView * mWorld * scale(mat4(1.0f), vec3(10.0f))));
cannon.Draw(program);

mWorld = mat4(1.0f);
mWorld = translate(mat4(1.0f), vec3(0, -10, 50));
mWorld = rotate(mWorld, 140.0f, vec3(0, 1, 0));
glUniformMatrix4fv(mvp_object, 1, GL_FALSE, value_ptr(mProjection * mView * mWorld * scale(mat4(1.0f), vec3(10.0f))));
cannon.Draw(program);

glDisable(GL_DEPTH_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);

我看到一些教程使用 glScalef(1.0, -1.0, 1.0) 来反转场景。旧版本的 opengl 中使用了 glScalef。我如何在新版本的 opengl 中反转场景?为此,我在 scale(mat4(1.0f), vec3(1.0, -1.0, 1.0)) 上乘以了投影矩阵。对吗?

最佳答案

这是用 GLSL 编写的顶点着色器。

void main(void)
{
// Clean up inaccuracies
vec2 Pos = sign(gl_Vertex.xy);

gl_Position = vec4(Pos.xy, 0.0, 1.0);
// Image-space
gl_TexCoord[0].xy = vec2(-Pos.x, Pos.y) * 0.5 + 0.5; // x texture coord is inverted
}

Pos 指的是帧缓冲区输出的屏幕对齐四边形。

片段着色器

uniform sampler2D framebufferSampler;

void main(void)
{
gl_FragColor = texture2D(framebufferSampler, gl_TexCoord[0].xy);
}

可以绘制屏幕对齐的四边形

glBegin(GL_QUADS)
{
glVertex2f(-1.0f, -1.0f);
glVertex2f(1.0f, -1.0f);
glVertex2f(1.0f, 1.0f);
glVertex2f(-1.0f, 1.0f);
}
glEnd();

或使用顶点数组。

GLfloat vertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f
};

glEnableClientState(GL_VERTEX_ARRAY);

glVertexPointer(2, GL_FLOAT, 0, (void*)vertices);

glDrawArrays(GL_QUADS, 0, 4);

glDisableClientState(GL_VERTEX_ARRAY);

用于包裹到四边形的纹理是具有先前渲染内容的帧缓冲区信息(多 channel 着色器技术)。

您也可以使用其他 2D 纹理坐标或图像来代替帧缓冲区和屏幕对齐四边形。

原始图像。

enter image description here

反转图像。

enter image description here

更多信息可以在 Learn OpenGL 中找到.

关于c++ - 将倒置场景渲染到帧缓冲区,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/33587172/

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