Framebuffer Object Extension Examples: Difference between revisions
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RTT = render_to_texture<br> | |||
<br> | |||
=== Quick example, render_to_texture (2D) === | === Quick example, render_to_texture (2D) === | ||
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//Bind 0, which means render to back buffer | //Bind 0, which means render to back buffer | ||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); | ||
=== Quick example, render_to_texture (2D), mipmaps === | |||
//RGBA8 2D texture, 24 bit depth texture, 256x256 | |||
glGenTextures(1, &color_tex); | |||
glBindTexture(GL_TEXTURE_2D, color_tex); | |||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); | |||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); | |||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); | |||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |||
//NULL means reserve texture memory, but texels are undefined | |||
//**** Tell OpenGL to reserve level 0 | |||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); | |||
//You must reserve memory for other mipmaps levels as well either by making a series of calls to | |||
//glTexImage2D or use glGenerateMipmapEXT(GL_TEXTURE_2D). | |||
//Here, we'll use : | |||
glGenerateMipmapEXT(GL_TEXTURE_2D) | |||
//------------------------- | |||
glGenFramebuffersEXT(1, &fb); | |||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); | |||
//Attach 2D texture to this FBO | |||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, color_tex, 0); | |||
//------------------------- | |||
glGenRenderbuffersEXT(1, &depth_rb); | |||
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, 256, 256); | |||
//------------------------- | |||
//Attach depth buffer to FBO | |||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_rb); | |||
//------------------------- | |||
//Does the GPU support current FBO configuration? | |||
GLenum status; | |||
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); | |||
switch(status) | |||
{ | |||
case GL_FRAMEBUFFER_COMPLETE_EXT: | |||
cout<<"good"; | |||
default: | |||
HANDLE_THE_ERROR; | |||
} | |||
//------------------------- | |||
//and now you can render to GL_TEXTURE_2D | |||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); | |||
glClearColor(0.0, 0.0, 0.0, 0.0); | |||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |||
//------------------------- | |||
glViewport(0, 0, 256, 256); | |||
glMatrixMode(GL_PROJECTION); | |||
glLoadIdentity(); | |||
glOrtho(0.0, 256.0, 0.0, 256.0, -1.0, 1.0); | |||
glMatrixMode(GL_MODELVIEW); | |||
glLoadIdentity(); | |||
//------------------------- | |||
glDisable(GL_TEXTURE_2D); | |||
glDisable(GL_BLEND); | |||
glEnable(GL_DEPTH_TEST); | |||
//------------------------- | |||
glColor3f(1.0, 1.0, 0.0); | |||
glBegin(GL_TRIANGLES); | |||
glVertex2f(0.0, 0.0); | |||
glVertex2f(256.0, 0.0); | |||
glVertex2f(256.0 , 256.0); | |||
glEnd(); | |||
//------------------------- | |||
GLubyte pixels[4*4*4]; | |||
glReadPixels(0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_BYTE, pixels); | |||
//pixels 0, 1, 2 should be white | |||
//pixel 4 should be black | |||
//---------------- | |||
//Bind 0, which means render to back buffer | |||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); | |||
//---------------- | |||
//**** Now that we rendered to level 0 of the texture, we must generate the mipmaps. | |||
//This should be quick since it is done on the GPU. | |||
glBindTexture(GL_TEXTURE_2D, color_tex); | |||
glGenerateMipmapEXT(GL_TEXTURE_2D) | |||
=== Quick example, render_to_texture (Cubemap) === | === Quick example, render_to_texture (Cubemap) === | ||
| Line 104: | Line 181: | ||
//------------------------- | //------------------------- | ||
//and now you can render to GL_TEXTURE_CUBE_MAP_POSITIVE_X | //and now you can render to GL_TEXTURE_CUBE_MAP_POSITIVE_X | ||
//In order to render to the other faces, do this : | |||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, color_tex, 0); | |||
//... now render | |||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, color_tex, 0); | |||
//... now render | |||
//... and so on | |||
Revision as of 04:55, 31 August 2008
RTT = render_to_texture
Quick example, render_to_texture (2D)
//RGBA8 2D texture, 24 bit depth texture, 256x256
glGenTextures(1, &color_tex);
glBindTexture(GL_TEXTURE_2D, color_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//NULL means reserve texture memory, but texels are undefined
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
//-------------------------
glGenFramebuffersEXT(1, &fb);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
//Attach 2D texture to this FBO
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, color_tex, 0);
//-------------------------
glGenRenderbuffersEXT(1, &depth_rb);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, 256, 256);
//-------------------------
//Attach depth buffer to FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_rb);
//-------------------------
//Does the GPU support current FBO configuration?
GLenum status;
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch(status)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
cout<<"good";
default:
HANDLE_THE_ERROR;
}
//-------------------------
//and now you can render to GL_TEXTURE_2D
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//-------------------------
glViewport(0, 0, 256, 256);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 256.0, 0.0, 256.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//-------------------------
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
//-------------------------
glColor3f(1.0, 1.0, 0.0);
glBegin(GL_TRIANGLES);
glVertex2f(0.0, 0.0);
glVertex2f(256.0, 0.0);
glVertex2f(256.0 , 256.0);
glEnd();
//-------------------------
GLubyte pixels[4*4*4];
glReadPixels(0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
//pixels 0, 1, 2 should be white
//pixel 4 should be black
//----------------
//Bind 0, which means render to back buffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
Quick example, render_to_texture (2D), mipmaps
//RGBA8 2D texture, 24 bit depth texture, 256x256
glGenTextures(1, &color_tex);
glBindTexture(GL_TEXTURE_2D, color_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//NULL means reserve texture memory, but texels are undefined
//**** Tell OpenGL to reserve level 0
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
//You must reserve memory for other mipmaps levels as well either by making a series of calls to
//glTexImage2D or use glGenerateMipmapEXT(GL_TEXTURE_2D).
//Here, we'll use :
glGenerateMipmapEXT(GL_TEXTURE_2D)
//-------------------------
glGenFramebuffersEXT(1, &fb);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
//Attach 2D texture to this FBO
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, color_tex, 0);
//-------------------------
glGenRenderbuffersEXT(1, &depth_rb);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, 256, 256);
//-------------------------
//Attach depth buffer to FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_rb);
//-------------------------
//Does the GPU support current FBO configuration?
GLenum status;
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch(status)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
cout<<"good";
default:
HANDLE_THE_ERROR;
}
//-------------------------
//and now you can render to GL_TEXTURE_2D
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//-------------------------
glViewport(0, 0, 256, 256);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 256.0, 0.0, 256.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//-------------------------
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
//-------------------------
glColor3f(1.0, 1.0, 0.0);
glBegin(GL_TRIANGLES);
glVertex2f(0.0, 0.0);
glVertex2f(256.0, 0.0);
glVertex2f(256.0 , 256.0);
glEnd();
//-------------------------
GLubyte pixels[4*4*4];
glReadPixels(0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
//pixels 0, 1, 2 should be white
//pixel 4 should be black
//----------------
//Bind 0, which means render to back buffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
//----------------
//**** Now that we rendered to level 0 of the texture, we must generate the mipmaps.
//This should be quick since it is done on the GPU.
glBindTexture(GL_TEXTURE_2D, color_tex);
glGenerateMipmapEXT(GL_TEXTURE_2D)
Quick example, render_to_texture (Cubemap)
//RGBA8 Cubemap texture, 24 bit depth texture, 256x256
glGenTextures(1, &color_tex);
glBindTexture(GL_TEXTURE_CUBE_MAP, color_tex);
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);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//NULL means reserve texture memory, but texels are undefined
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+0, 0, GL_RGBA8, 256, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+1, 0, GL_RGBA8, 256, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+2, 0, GL_RGBA8, 256, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+3, 0, GL_RGBA8, 256, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+4, 0, GL_RGBA8, 256, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+5, 0, GL_RGBA8, 256, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
//-------------------------
glGenFramebuffersEXT(1, &fb);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
//Attach one of the faces of the Cubemap texture to this FBO
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X, color_tex, 0);
//-------------------------
glGenRenderbuffersEXT(1, &depth_rb);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, 256, 256);
//-------------------------
//Attach depth buffer to FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_rb);
//-------------------------
//Does the GPU support current FBO configuration?
GLenum status;
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch(status)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
cout<<"good";
default:
HANDLE_THE_ERROR;
}
//-------------------------
//and now you can render to GL_TEXTURE_CUBE_MAP_POSITIVE_X
//In order to render to the other faces, do this :
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, color_tex, 0);
//... now render
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, color_tex, 0);
//... now render
//... and so on