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我已經修改了我的渲染引擎以使用多重採樣紋理,除了現在深度測試被忽略之外。多重採樣FBO忽略了深度測試
下面是我如何創建多重採樣FBO,
public MSAA_FBO(int WindowWidth, int WindowHeight)
{
this.width = WindowWidth;
this.height = WindowHeight;
GL.GenFramebuffers(1, out ID);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, ID);
// Colour texture
GL.GenTextures(1, out textureColorBufferMultiSampled);
GL.BindTexture(TextureTarget.Texture2DMultisample, textureColorBufferMultiSampled);
GL.TexImage2DMultisample(TextureTargetMultisample.Texture2DMultisample, 4, PixelInternalFormat.Rgb8, WindowWidth, WindowHeight, true);
GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2DMultisample, textureColorBufferMultiSampled, 0);
// Depth render buffer
GL.GenRenderbuffers(1, out RBO);
GL.BindRenderbuffer(RenderbufferTarget.RenderbufferExt, RBO);
GL.RenderbufferStorageMultisample(RenderbufferTarget.Renderbuffer, 4, RenderbufferStorage.DepthComponent, WindowWidth, WindowHeight);
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, 0);
var status = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
Console.WriteLine("MSAA: " + status);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
}
執行的決心,
public void resolveToFBO(FBO outputFBO)
{
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, outputFBO.ID);
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, this.ID);
GL.BlitFramebuffer(0, 0, this.width, this.height, 0, 0, outputFBO.width, outputFBO.height, ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit, BlitFramebufferFilter.Nearest);
}
和渲染圖像,
public void MSAAPass(Shader shader)
{
GL.UseProgram(shader.ID);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, MSAAbuffer.ID);
GL.Viewport(0, 0, Width, Height);
GL.Enable(EnableCap.Multisample);
GL.ClearColor(System.Drawing.Color.Black);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.Enable(EnableCap.DepthTest);
GL.Disable(EnableCap.Blend);
// Uniforms
Matrix4 viewMatrix = player.GetViewMatrix();
GL.UniformMatrix4(shader.getUniformID("viewMatrix"), false, ref viewMatrix);
// Draw all geometry
DrawScene(shader);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
MSAAbuffer.resolveToFBO(testBuffer);
}
無論誰投票將其作爲一個簡單的印刷錯誤_這是一個傻瓜 – MickyD