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c++ - opengl Framebuffer offscreen 到纹理,颜色错误

转载 作者:太空宇宙 更新时间:2023-11-04 13:14:43 25 4
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我正在尝试使用帧缓冲区来离屏渲染立方体。然后我尝试使用它的纹理将它转换为纹理。我遇到的问题是当我尝试将该纹理放在平面上时。纹理颜色完全基于一种原色:芦苇、绿色或蓝色。我不知道问题出在哪里,也许是从 float 到 double 的转换问题?我真的不知道该想什么或去哪里探索。

这是我得到的 gif。在此 gif 中,您可以看到没有离屏渲染的普通立方体。第二个绿色立方体是打印在平面上的帧缓冲区的纹理:

Cube error

这是我使用的代码。它基于 Qt,但与过剩没有区别。我解释它是为了更容易理解:

  1. initializeGL:我声明帧缓冲区及其附件
  2. PaintGL:如果我不“左键单击”以启用此功能,则无需使用 FB 即可绘制立方体(gif 的第一部分,效果完美)。如果我左键单击,那么例程会更改并在 FrameBuffer 上绘制立方体,然后我在平面上绘制它的纹理。 (gif 的第二部分,它将我的纹理涂成绿色)
  3. setProyection:设置普通立方体绘制的 glOrtho。


#include "WidgetOpenGL.h"

WidgetOpenGL::WidgetOpenGL(QWidget *parent) : QOpenGLWidget(parent)
{

}

void WidgetOpenGL::initializeGL()
{
desplazamientoX = 1;
desplazamientoY = 0;
initializeOpenGLFunctions();
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
buttonpressed = false;
glGenFramebuffers(1, &buffer);
glBindFramebuffer(GL_FRAMEBUFFER, buffer);
glGenTextures(1, &renderedTexture);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 768, 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);
glGenRenderbuffers(1, &renderedDepth);
glBindRenderbuffer(GL_RENDERBUFFER, renderedDepth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 1024, 768);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderedDepth);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTexture, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
setProyection();
setModelView();
}

void WidgetOpenGL::paintGL()
{
if (buttonpressed)
{
glBindFramebuffer(GL_FRAMEBUFFER, buffer);
glViewport(0, 0, 1024, 768);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
setProyection();
setModelView();
glTranslatef(0.0, 0.0, -2.0);
setRotation();

glBegin(GL_QUADS);
// top
glColor3f(1.0f, 0.0f, 0.0f);
glNormal3f(0.0f, 1.0f, 0.0f);
glVertex3f(-0.5f, 0.5f, 0.5f);
glVertex3f(0.5f, 0.5f, 0.5f);
glVertex3f(0.5f, 0.5f, -0.5f);
glVertex3f(-0.5f, 0.5f, -0.5f);

glEnd();

glBegin(GL_QUADS);
// front
glColor3f(0.0f, 1.0f, 0.0f);
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(-0.5f, -0.5f, 0.5f);
glVertex3f(0.5f, -0.5f, 0.5f);
glVertex3f(0.5f, 0.5f, 0.5f);
glVertex3f(-0.5f, 0.5f, 0.5f);

glEnd();

glBegin(GL_QUADS);
// right
glColor3f(0.0f, 0.0f, 1.0f);
glNormal3f(1.0f, 0.0f, 0.0f);
glVertex3f(0.5f, -0.5f, 0.5f);
glVertex3f(0.5f, -0.5f, -0.5f);
glVertex3f(0.5f, 0.5f, -0.5f);
glVertex3f(0.5f, 0.5f, 0.5f);

glEnd();

glBegin(GL_QUADS);
// left
glColor3f(0.0f, 0.0f, 0.5f);
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-0.5f, -0.5f, 0.5f);
glVertex3f(-0.5f, 0.5f, 0.5f);
glVertex3f(-0.5f, 0.5f, -0.5f);
glVertex3f(-0.5f, -0.5f, -0.5f);

glEnd();

glBegin(GL_QUADS);
// bottom
glColor3f(0.5f, 0.0f, 0.0f);
glNormal3f(0.0f, -1.0f, 0.0f);
glVertex3f(-0.5f, -0.5f, 0.5f);
glVertex3f(0.5f, -0.5f, 0.5f);
glVertex3f(0.5f, -0.5f, -0.5f);
glVertex3f(-0.5f, -0.5f, -0.5f);

glEnd();

glBegin(GL_QUADS);
// back
glColor3f(0.0f, 0.5f, 0.0f);
glNormal3f(0.0f, 0.0f, -1.0f);
glVertex3f(0.5f, 0.5f, -0.5f);
glVertex3f(0.5f, -0.5f, -0.5f);
glVertex3f(-0.5f, -0.5f, -0.5f);
glVertex3f(-0.5f, 0.5f, -0.5f);

glEnd();
glFlush();

if (buttonpressed)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// QImage img = frameBuffer->toImage();
// img.save("Hola.jpg");

//draw plane with texture
setViewport();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2.0, 2.0, -2.0, 2.0, -2.0, 2.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glBegin(GL_QUADS);
glTexCoord2d(0.0f, 0.0f);
glVertex3f(-1.0, -1.0, -1.0);
glTexCoord2d(1.0f, 0.0f);
glVertex3f(1.0, -1.0, -1);
glTexCoord2d(1.0f, 1.0f);
glVertex3f(1.0, 1.0, -1.0);
glTexCoord2d(0.0f, 1.0f);
glVertex3f(-1.0, 1.0, -1.0);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glFlush();
}
}

void WidgetOpenGL::resizeGL(int w, int h)
{
setViewport();
setProyection();
setModelView();
}

void WidgetOpenGL::setViewport()
{
int ancho = this->width();
int alto = this->height();
glViewport(0, 0, ancho, alto);
}

void WidgetOpenGL::setProyection()
{
int ancho = this->width();
int alto = this->height();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 10.0);
//gluPerspective(90.0f, ancho / (GLdouble)alto, 0.0f, 10.0f);
}

void WidgetOpenGL::setModelView()
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}

void WidgetOpenGL::mouseMoveEvent(QMouseEvent *event)
{
desplazamientoY += ((event->x() - initX) * 360) / (GLdouble)width();
desplazamientoX += ((event->y() - initY) * 360) / (GLdouble)height();
initX = event->x();
initY = event->y();

if (((int)desplazamientoX % 360) == 0) desplazamientoX = 0;
if (((int)desplazamientoY % 360) == 0) desplazamientoY = 0;
repaint();

}

void WidgetOpenGL::mousePressEvent(QMouseEvent *event)
{
if (event->button() == Qt::LeftButton)
{
initX = event->x();
initY = event->y();
}
else
{
buttonpressed = !buttonpressed;
repaint();
}
}

void WidgetOpenGL::setRotation()
{
glRotatef(desplazamientoX, 1.0, 0.0, 0.0);
glRotatef(desplazamientoY, 0.0, 1.0, 0.0);
}

如果需要,这里是头文件:

#ifndef WIDGETOPENGL_H
#define WIDGETOPENGL_H
#include <QtWidgets/QMainWindow>
#include <QtWidgets/qopenglwidget.h>
#include <QtOpenGL>
#include <GL/GLU.h>


class WidgetOpenGL : public QOpenGLWidget, protected QOpenGLFunctions
{
Q_OBJECT

public:
WidgetOpenGL(QWidget *parent);

signals:
void screenClicked();
protected:
void initializeGL();
void paintGL();
void resizeGL(int w, int h);

void setViewport();
void setProyection();
void setModelView();

private:
int initX;
int initY;
QOpenGLFramebufferObject *frameBuffer;
GLuint buffer;
GLuint renderedTexture;
GLuint renderedDepth;
bool buttonpressed;
QImage image;
GLdouble desplazamientoX;
GLdouble desplazamientoY;
void setRotation();
void mouseMoveEvent(QMouseEvent *event);
void mousePressEvent(QMouseEvent *event);

};

#endif

最佳答案

解决了!问题是我在绿色平面上绘制纹理。那是因为最后一个 glcolor3f 是绿色的(当我绘制真实立方体的背板时使用)。

我只需要在绘制平面之前添加 glColor3f(1.0,1.0,1.0) 即可制作一个白色平面。

关于c++ - opengl Framebuffer offscreen 到纹理,颜色错误,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/37901794/

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