我有三个图像,我试图用我的SpriteBatch和FrameBuffer渲染。
这些是我正在做的步骤。
这是我知道的关于这个问题的一些事实
它应该是这样的样子

下面是我的框架缓冲区的外观。

这是它是如何使用我的帧缓冲区和绘制第一个纹理两次。还没找到其他两种纹理。不是问题所在。

下面是我的FrameBuffer的代码:
// Stencil is broken currently broken, in my example. I'm not using any stencil buffers.
public FrameBuffer(int width, int height, boolean hasDepth, boolean hasStencil) {
this.width = width;
this.height = height;
frameBufferID = GL30.glGenFramebuffers();
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBufferID);
if (hasDepth && hasStencil) {
int depthAndStencilBufferID = GL30.glGenRenderbuffers();
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthAndStencilBufferID);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL30.GL_DEPTH24_STENCIL8, width, height);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_STENCIL_ATTACHMENT, GL30.GL_RENDERBUFFER, depthAndStencilBufferID);
}
else if (hasDepth) {
int depthBufferID = GL30.glGenRenderbuffers();
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBufferID);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL30.GL_DEPTH_COMPONENT32F, width, height);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER, depthBufferID);
}
else if (hasStencil) {
int stencilBufferID = GL30.glGenRenderbuffers();
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, stencilBufferID);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL30.GL_STENCIL_INDEX16, width, height);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_STENCIL_ATTACHMENT, GL30.GL_RENDERBUFFER, stencilBufferID);
}
colorTexture = new Texture(width, height);
colorTexture.bind();
GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, colorTexture.getTextureID(), 0);
int result = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER);
//error handling
RenderUtil.unbindFrameBuffer();
}
private Texture colorTexture;
private int width, height;
private int frameBufferID, depthBufferID, stencilBufferID;
public void begin () {
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBufferID);
GL11.glViewport(0, 0, width, height);
}
public void end () {
GL11.glViewport(0, 0, RenderingEngine.getWidth(), RenderingEngine.getHeight());
RenderUtil.unbindFrameBuffer();
RenderUtil.unbindTextures();
}
public Texture getColorTexture () {
return colorTexture;
}
public int getWidth () {
return width;
}
public int getHeight () {
return height;
}下面是我如何创建一个纹理,如果它有任何用途:
private void loadTexture (ByteBuffer buffer, int textureID, int width, int height) {
GL13.glActiveTexture(GL13.GL_TEXTURE0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, width, width, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer);
GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR);
}在切换纹理时,我的SpriteBatch中似乎有一个问题。这是开关的工作原理。我提醒您,使用我的SpriteBatch在屏幕上呈现给我想要的结果。但是,呈现到一个FrameBuffer是行不通的。
`
public void flush () {
flushes++;
buffer.flip();
MESH.setVertices(buffer);
if (lastTexture != null) {
lastTexture.bind();
}
MESH.draw();
buffer.clear();
}
/** Begins the SpriteBatch. */
public void begin () {
if (rendering) {
new IllegalStateException("You have to SpriteBatch.end() before calling begin again!").printStackTrace();
}
flushes = 0;
rendering = true;
shader.bind();
shader.setUniformMat4f("projection", camera.getCombined());
shader.setUniformVec4("color", color);
}
/** Ends the SpriteBatch, also flushes it. */
public void end () {
if (!rendering) {
new IllegalStateException("You've to SpriteBatch.begin before ending the spritebatch").printStackTrace();
}
rendering = false;
flush();
RenderUtil.unbindShaders();
RenderUtil.unbindTextures();
}
/** Switches the textures and flushes the old one.
* @param t */
private void switchTextures (Texture t) {
if (lastTexture != null) {
flush();
}
lastTexture = t;
}将创建一个小例子。应该快起来了。
编辑:问题不是我的FrameBuffer。是我的SpriteBatch。
发布于 2014-10-22 20:58:54
在绑定FBO时,需要清除缓冲区,否则只需要清除与窗口相关的颜色/模板/深度缓冲区。这不是您想要的行为,因为这个场景中的深度测试使用的是FBO的深度,而不是窗口的(默认框架缓冲区)。
public void begin ()是最符合逻辑的地方:
public void begin () {
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBufferID);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);
GL11.glViewport(0, 0, width, height);
}https://stackoverflow.com/questions/26515206
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