如何渲染OpenGL立方体贴图纹理的一面
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
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