Вот код:
Код: Выделить всё
void initFrameBuffer() {
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glGenTextures(2, textureColorbuffer);
for (int i = 0; i < 2; i++) {
glBindTexture(GL_TEXTURE_2D, textureColorbuffer[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, glWindowWidth, glWindowHeight, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textureColorbuffer[i], 0);
}
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, glWindowWidth, glWindowHeight);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
glDrawBuffers(2, attachments);
checkFramebufferStatus();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Код: Выделить всё
int main(int argc, const char* argv[]) {
if (!initOpenGLWindow()) {
glfwTerminate();
return 1;
}
glfwSetCursorPosCallback(glWindow, mouseCallback);
glfwSetInputMode(glWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
initQuadScreenVertices();
initOpenGLState();
initObjects();
initShaders();
initUniforms();
initFrameBuffer();
initSnowFlakeData(); //VERY IMPORTANT
initSnowflakes();
while (!glfwWindowShouldClose(glWindow)) {
// first pass
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // we're not using the stencil buffer now
glEnable(GL_DEPTH_TEST);
//Here are my rendering functions for my object scene, will ignore
// second pass
glBindFramebuffer(GL_FRAMEBUFFER, 0); // back to default
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
screenFrame.useShaderProgram();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureColorbuffer[1]);
Подробнее здесь: [url]https://stackoverflow.com/questions/79201125/i-would-need-some-insight-into-mrt-and-color-channel-binding[/url]