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如何渲染OpenGL立方体贴图纹理的一面_Opengl_Framebuffer_Rendertarget - Fatal编程技术网

如何渲染OpenGL立方体贴图纹理的一面

如何渲染OpenGL立方体贴图纹理的一面,opengl,framebuffer,rendertarget,Opengl,Framebuffer,Rendertarget,我正在制作一个立方体贴图渲染目标类。 我已经有了一个2D的,很好用。但是对于这个立方体贴图渲染目标类,我希望能够按照我的意愿渲染到特定的面。也许我想在“X+”面上渲染圆,但在“Y+”面上渲染三角形 这就是我的班级的样子 class CRenderTarget { private: //frame buffer to render on unsigned m_uifboHandle; //depth stencil unsigned m_uiDepthSt

我正在制作一个立方体贴图渲染目标类。 我已经有了一个2D的,很好用。但是对于这个立方体贴图渲染目标类,我希望能够按照我的意愿渲染到特定的面。也许我想在“X+”面上渲染圆,但在“Y+”面上渲染三角形

这就是我的班级的样子

class CRenderTarget 
{
private:
    //frame buffer to render on
    unsigned  m_uifboHandle;

    //depth stencil 
    unsigned  m_uiDepthStencilHandle;

    //the texture we will render on
    unsigned  m_uiTextureHandle;

public:
    CCubeRenderTarget( void );

    ~CCubeRenderTarget( void );

    void Create( unsigned uiHeightWidth = 512,
             int iInternalFormat = 0x1908 ); //GL_RGBA

    void Bind( void );

    void UnBind( void );
}
void Create( unsigned uiHeightWidth, int iInternalFormat )
{
        //generate our variables
    glGenFramebuffers(1, &m_uifboHandle);
    glGenRenderbuffers(1, &m_uiDepthStencilHandle);
    glGenTextures(1, &m_uiTextureHandle);

    // Initialize FBO
    glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle);

    glBindTexture( GL_TEXTURE_CUBE_MAP, m_uiTextureHandle);

    // Pre-allocate the correct sized cube map
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);

    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);

    // Must attach texture to framebuffer. Has Stencil and depth
    glBindRenderbuffer(GL_RENDERBUFFER, m_uiDepthStencilHandle);
    glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, uiHeightWidth, uiHeightWidth );
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiDepthStencilHandle);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiDepthStencilHandle);

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Bind( void )
{
    glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle );
}
void Unbind( void )
{
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
}
这就是我的create函数的样子

class CRenderTarget 
{
private:
    //frame buffer to render on
    unsigned  m_uifboHandle;

    //depth stencil 
    unsigned  m_uiDepthStencilHandle;

    //the texture we will render on
    unsigned  m_uiTextureHandle;

public:
    CCubeRenderTarget( void );

    ~CCubeRenderTarget( void );

    void Create( unsigned uiHeightWidth = 512,
             int iInternalFormat = 0x1908 ); //GL_RGBA

    void Bind( void );

    void UnBind( void );
}
void Create( unsigned uiHeightWidth, int iInternalFormat )
{
        //generate our variables
    glGenFramebuffers(1, &m_uifboHandle);
    glGenRenderbuffers(1, &m_uiDepthStencilHandle);
    glGenTextures(1, &m_uiTextureHandle);

    // Initialize FBO
    glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle);

    glBindTexture( GL_TEXTURE_CUBE_MAP, m_uiTextureHandle);

    // Pre-allocate the correct sized cube map
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);

    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);

    // Must attach texture to framebuffer. Has Stencil and depth
    glBindRenderbuffer(GL_RENDERBUFFER, m_uiDepthStencilHandle);
    glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, uiHeightWidth, uiHeightWidth );
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiDepthStencilHandle);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiDepthStencilHandle);

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Bind( void )
{
    glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle );
}
void Unbind( void )
{
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
}
这就是我的bind函数的样子

class CRenderTarget 
{
private:
    //frame buffer to render on
    unsigned  m_uifboHandle;

    //depth stencil 
    unsigned  m_uiDepthStencilHandle;

    //the texture we will render on
    unsigned  m_uiTextureHandle;

public:
    CCubeRenderTarget( void );

    ~CCubeRenderTarget( void );

    void Create( unsigned uiHeightWidth = 512,
             int iInternalFormat = 0x1908 ); //GL_RGBA

    void Bind( void );

    void UnBind( void );
}
void Create( unsigned uiHeightWidth, int iInternalFormat )
{
        //generate our variables
    glGenFramebuffers(1, &m_uifboHandle);
    glGenRenderbuffers(1, &m_uiDepthStencilHandle);
    glGenTextures(1, &m_uiTextureHandle);

    // Initialize FBO
    glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle);

    glBindTexture( GL_TEXTURE_CUBE_MAP, m_uiTextureHandle);

    // Pre-allocate the correct sized cube map
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);

    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);

    // Must attach texture to framebuffer. Has Stencil and depth
    glBindRenderbuffer(GL_RENDERBUFFER, m_uiDepthStencilHandle);
    glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, uiHeightWidth, uiHeightWidth );
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiDepthStencilHandle);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiDepthStencilHandle);

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Bind( void )
{
    glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle );
}
void Unbind( void )
{
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
}
//这就是我的unbind函数的样子

class CRenderTarget 
{
private:
    //frame buffer to render on
    unsigned  m_uifboHandle;

    //depth stencil 
    unsigned  m_uiDepthStencilHandle;

    //the texture we will render on
    unsigned  m_uiTextureHandle;

public:
    CCubeRenderTarget( void );

    ~CCubeRenderTarget( void );

    void Create( unsigned uiHeightWidth = 512,
             int iInternalFormat = 0x1908 ); //GL_RGBA

    void Bind( void );

    void UnBind( void );
}
void Create( unsigned uiHeightWidth, int iInternalFormat )
{
        //generate our variables
    glGenFramebuffers(1, &m_uifboHandle);
    glGenRenderbuffers(1, &m_uiDepthStencilHandle);
    glGenTextures(1, &m_uiTextureHandle);

    // Initialize FBO
    glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle);

    glBindTexture( GL_TEXTURE_CUBE_MAP, m_uiTextureHandle);

    // Pre-allocate the correct sized cube map
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, iInternalFormat, uiHeightWidth, uiHeightWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);

    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);

    // Must attach texture to framebuffer. Has Stencil and depth
    glBindRenderbuffer(GL_RENDERBUFFER, m_uiDepthStencilHandle);
    glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, uiHeightWidth, uiHeightWidth );
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiDepthStencilHandle);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiDepthStencilHandle);

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Bind( void )
{
    glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle );
}
void Unbind( void )
{
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
}

在过去的一周里,我做了大量的研究。我似乎找不到一种方法,我可以只是一些如何,而不是绑定我的整个立方体地图,只是绑定我的立方体地图的一个面。这是我的总体目标。我知道在DirectX中,只需抓取6个面并手动处理它们就可以了,但如何手动处理openGL立方体地图上的每个面呢?

绑定帧缓冲区后,需要指定纹理的目标级别。应该是这样的:

glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle );
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, m_uiTextureHandle, 0);

请参阅:
glFramebufferTexture2D
以选择当前目标面。介意键入一个快速示例吗?你是说我应该调用glBindFrameBuffer然后调用“glFramebufferTexture2D”吗