Framebuffer Object Extension Examples
Quick example :
//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;
}
//-------------------------
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