OpenGL:帧缓冲区 - 绘制到纹理 - glClearColor
OpenGL: Framebuffer - draw to texture - glClearColor
我已经使用 FrameBuffer 和 Texture 实现了一个简单的延迟渲染器。
绘图看起来像这样:
- 第一阶段
- 绑定帧缓冲区
- 创建颜色纹理并将其附加到帧缓冲区
- 清除颜色位 & 将 glClearColor 设置为这种暗色 blue/grey
- 绘制一个颜色变化的四边形(内部绿色四边形)
- 第二阶段
- 设置默认帧缓冲区
- 清除颜色位 & 将 glClearColor 设置为洋红色
- 绘制一个(几乎)全屏四边形并使用颜色纹理
代码(C#):
private void Setup()
{
{
_shader = new Shader();
_shader.AddShader( ShaderType.VertexShader , vertShaderSource );
_shader.AddShader( ShaderType.FragmentShader , fragShaderSource );
_shader.CompileAndLink();
_vertexArray = new VertexArray();
_vertexArray.Bind();
_vertexBuffer = new VertexBuffer();
_vertexBuffer.SetLayout<float>();
_vertexBuffer.Bind();
_vertexBuffer.Update( ObjectData );
_indexBuffer = new IndexBuffer();
_indexBuffer.SetLayout<int>();
_indexBuffer.Bind();
_indexBuffer.Update( ObjectIndices );
GL.VertexAttribPointer( index: 0 , size: 3 , VertexAttribPointerType.Float , normalized: false ,
stride: sizeof( float ) * 3 , offset: 0 );
GL.EnableVertexAttribArray( 0 );
_uniformBuffer = new UniformBuffer();
_uniformBuffer.SetLayout<uUniformBlock>();
_uniformBuffer.Bind();
_uniformBuffer.Reserve( 1 );
_shader.BindUniformBuffer( _uniformBuffer , nameof( uUniformBlock ) , UNIFORM_BLOCK_BINDING_uUniformBlock );
_vertexArray.Unbind();
_vertexBuffer.Unbind();
_uniformBuffer.Unbind();
}
// Quad
{
_frameBuffer = new FrameBuffer();
_frameBuffer.Bind();
_quadTexture = new Texture( TextureTarget.Texture2D , this.Width , this.Height );
_quadTexture.Bind();
GL.GenerateMipmap( GenerateMipmapTarget.Texture2D );
_frameBuffer.Attach( FramebufferAttachment.ColorAttachment0 , _quadTexture );
_frameBuffer.CheckStatus();
_quadShader = new Shader();
_quadShader.AddShader( ShaderType.VertexShader , quadVertShaderSource );
_quadShader.AddShader( ShaderType.FragmentShader , quadFragShaderSource );
_quadShader.CompileAndLink();
_quadVertexArray = new VertexArray();
_quadVertexArray.Bind();
_quadVertexBuffer = new VertexBuffer();
_quadVertexBuffer.SetLayout<float>();
_quadVertexBuffer.Bind();
_quadVertexBuffer.Update( QuadData );
// Pos X Y
GL.VertexAttribPointer( index: 0 , size: 2 , VertexAttribPointerType.Float , normalized: false ,
stride: sizeof( float ) * 4 , offset: sizeof( float ) * 0 );
GL.EnableVertexAttribArray( 0 );
// TexCoord U V
GL.VertexAttribPointer( index: 1 , size: 2 , VertexAttribPointerType.Float , normalized: false ,
stride: sizeof( float ) * 4 , offset: sizeof( float ) * 2 );
GL.EnableVertexAttribArray( 1 );
_quadVertexArray.Unbind();
_quadVertexBuffer.Unbind();
_quadTexture.Unbind();
}
}
private double _totalTime = 0.0;
protected override void OnRenderFrame( FrameEventArgs args )
{
base.OnRenderFrame( args );
GL.Clear( ClearBufferMask.ColorBufferBit );
_totalTime += args.Time;
var color = new Vector3( (float)Math.Sin( _totalTime * 2.0 ) ,
(float)Math.Cos( _totalTime * 3.0 ) ,
(float)Math.Tan( _totalTime * 1.0 ) );
var uniformBlackData = new uUniformBlock() {
uR = color.X ,
uG = color.Y ,
uB = color.Z ,
};
// first pass
{
_frameBuffer.Bind();
GL.Clear( ClearBufferMask.ColorBufferBit );
GL.ClearColor( 0.2f , 0.3f , 0.3f , 1.0f );
_shader.Activate();
// _shader.SetUniform( "uColor" , color );
_vertexArray.Bind();
_uniformBuffer.Bind(); // TODO: is this needed?
_uniformBuffer.Update( uniformBlackData );
GL.DrawElements( PrimitiveType.Triangles , count: ObjectIndices.Length ,
DrawElementsType.UnsignedInt , IntPtr.Zero );
_vertexArray.Unbind();
}
// second pass
{
FrameBuffer.BindDefaultFrameBuffer();
GL.Clear( ClearBufferMask.ColorBufferBit );
GL.ClearColor( 1.0f , 0.0f , 1.0f , 1.0f );
_quadShader.Activate();
GL.ActiveTexture( TextureUnit.Texture0 + 0 );
_quadShader.SetUniform( "uTexture0" , 0 );
_quadVertexArray.Bind();
_quadTexture.Bind();
GL.DrawArrays( PrimitiveType.Triangles , 0 , 6 );
_quadVertexArray.Unbind();
}
base.SwapBuffers();
}
看起来像这样:
但是,我预计结果会相反 - 灰色和洋红色调换了颜色。
渲染为灰色背景的纹理和第二阶段四边形纹理不应该被洋红色包围(因为它略小于窗口大小)吗?
这个图是对的还是我的理解不太准确?
清除缓冲区前必须先设置清除颜色:
GL.Clear( ClearBufferMask.ColorBufferBit );
GL.ClearColor( 0.2f , 0.3f , 0.3f , 1.0f );
GL.ClearColor( 0.2f , 0.3f , 0.3f , 1.0f );
GL.Clear( ClearBufferMask.ColorBufferBit );
GL.ClearColor
指定 GL.Clear( ClearBufferMask.ColorBufferBit )
用于填充帧缓冲区中像素的颜色。
查看 OpenGL 维基页面 glClear
:
glClear
sets the bitplane area of the window to values previously selected by glClearColor
, glClearDepth
, and glClearStencil
. [...]
我已经使用 FrameBuffer 和 Texture 实现了一个简单的延迟渲染器。
绘图看起来像这样:
- 第一阶段
- 绑定帧缓冲区
- 创建颜色纹理并将其附加到帧缓冲区
- 清除颜色位 & 将 glClearColor 设置为这种暗色 blue/grey
- 绘制一个颜色变化的四边形(内部绿色四边形)
- 第二阶段
- 设置默认帧缓冲区
- 清除颜色位 & 将 glClearColor 设置为洋红色
- 绘制一个(几乎)全屏四边形并使用颜色纹理
代码(C#):
private void Setup()
{
{
_shader = new Shader();
_shader.AddShader( ShaderType.VertexShader , vertShaderSource );
_shader.AddShader( ShaderType.FragmentShader , fragShaderSource );
_shader.CompileAndLink();
_vertexArray = new VertexArray();
_vertexArray.Bind();
_vertexBuffer = new VertexBuffer();
_vertexBuffer.SetLayout<float>();
_vertexBuffer.Bind();
_vertexBuffer.Update( ObjectData );
_indexBuffer = new IndexBuffer();
_indexBuffer.SetLayout<int>();
_indexBuffer.Bind();
_indexBuffer.Update( ObjectIndices );
GL.VertexAttribPointer( index: 0 , size: 3 , VertexAttribPointerType.Float , normalized: false ,
stride: sizeof( float ) * 3 , offset: 0 );
GL.EnableVertexAttribArray( 0 );
_uniformBuffer = new UniformBuffer();
_uniformBuffer.SetLayout<uUniformBlock>();
_uniformBuffer.Bind();
_uniformBuffer.Reserve( 1 );
_shader.BindUniformBuffer( _uniformBuffer , nameof( uUniformBlock ) , UNIFORM_BLOCK_BINDING_uUniformBlock );
_vertexArray.Unbind();
_vertexBuffer.Unbind();
_uniformBuffer.Unbind();
}
// Quad
{
_frameBuffer = new FrameBuffer();
_frameBuffer.Bind();
_quadTexture = new Texture( TextureTarget.Texture2D , this.Width , this.Height );
_quadTexture.Bind();
GL.GenerateMipmap( GenerateMipmapTarget.Texture2D );
_frameBuffer.Attach( FramebufferAttachment.ColorAttachment0 , _quadTexture );
_frameBuffer.CheckStatus();
_quadShader = new Shader();
_quadShader.AddShader( ShaderType.VertexShader , quadVertShaderSource );
_quadShader.AddShader( ShaderType.FragmentShader , quadFragShaderSource );
_quadShader.CompileAndLink();
_quadVertexArray = new VertexArray();
_quadVertexArray.Bind();
_quadVertexBuffer = new VertexBuffer();
_quadVertexBuffer.SetLayout<float>();
_quadVertexBuffer.Bind();
_quadVertexBuffer.Update( QuadData );
// Pos X Y
GL.VertexAttribPointer( index: 0 , size: 2 , VertexAttribPointerType.Float , normalized: false ,
stride: sizeof( float ) * 4 , offset: sizeof( float ) * 0 );
GL.EnableVertexAttribArray( 0 );
// TexCoord U V
GL.VertexAttribPointer( index: 1 , size: 2 , VertexAttribPointerType.Float , normalized: false ,
stride: sizeof( float ) * 4 , offset: sizeof( float ) * 2 );
GL.EnableVertexAttribArray( 1 );
_quadVertexArray.Unbind();
_quadVertexBuffer.Unbind();
_quadTexture.Unbind();
}
}
private double _totalTime = 0.0;
protected override void OnRenderFrame( FrameEventArgs args )
{
base.OnRenderFrame( args );
GL.Clear( ClearBufferMask.ColorBufferBit );
_totalTime += args.Time;
var color = new Vector3( (float)Math.Sin( _totalTime * 2.0 ) ,
(float)Math.Cos( _totalTime * 3.0 ) ,
(float)Math.Tan( _totalTime * 1.0 ) );
var uniformBlackData = new uUniformBlock() {
uR = color.X ,
uG = color.Y ,
uB = color.Z ,
};
// first pass
{
_frameBuffer.Bind();
GL.Clear( ClearBufferMask.ColorBufferBit );
GL.ClearColor( 0.2f , 0.3f , 0.3f , 1.0f );
_shader.Activate();
// _shader.SetUniform( "uColor" , color );
_vertexArray.Bind();
_uniformBuffer.Bind(); // TODO: is this needed?
_uniformBuffer.Update( uniformBlackData );
GL.DrawElements( PrimitiveType.Triangles , count: ObjectIndices.Length ,
DrawElementsType.UnsignedInt , IntPtr.Zero );
_vertexArray.Unbind();
}
// second pass
{
FrameBuffer.BindDefaultFrameBuffer();
GL.Clear( ClearBufferMask.ColorBufferBit );
GL.ClearColor( 1.0f , 0.0f , 1.0f , 1.0f );
_quadShader.Activate();
GL.ActiveTexture( TextureUnit.Texture0 + 0 );
_quadShader.SetUniform( "uTexture0" , 0 );
_quadVertexArray.Bind();
_quadTexture.Bind();
GL.DrawArrays( PrimitiveType.Triangles , 0 , 6 );
_quadVertexArray.Unbind();
}
base.SwapBuffers();
}
看起来像这样:
但是,我预计结果会相反 - 灰色和洋红色调换了颜色。
渲染为灰色背景的纹理和第二阶段四边形纹理不应该被洋红色包围(因为它略小于窗口大小)吗?
这个图是对的还是我的理解不太准确?
清除缓冲区前必须先设置清除颜色:
GL.Clear( ClearBufferMask.ColorBufferBit );
GL.ClearColor( 0.2f , 0.3f , 0.3f , 1.0f );
GL.ClearColor( 0.2f , 0.3f , 0.3f , 1.0f );
GL.Clear( ClearBufferMask.ColorBufferBit );
GL.ClearColor
指定 GL.Clear( ClearBufferMask.ColorBufferBit )
用于填充帧缓冲区中像素的颜色。
查看 OpenGL 维基页面 glClear
:
glClear
sets the bitplane area of the window to values previously selected byglClearColor
,glClearDepth
, andglClearStencil
. [...]