我正在尝试在 OpenGL 中实现 HDR。
这是我制作 HDR 帧缓冲区的方式:
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glGenTextures(1, &fboTex);
glBindTexture(GL_TEXTURE_2D, fboTex);
glTexImage2D( GL_TEXTURE_2D, 0,GL_RGBA16F,screen->w, screen->h,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);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTex, 0);
glGenRenderbuffers(1, &depthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, screen->w, screen->h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
GLenum DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, DrawBuffers);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
std::cout<<"Error loading the Framebuffer"<<std::endl;
return;
}
第一步,我使用这个像素着色器来渲染我的场景并测试 HDR 帧缓冲区:
void main (void)
{
gl_FragColor = vec4(1.1,1.1,1.1,0.0);//1.1 just for test
}
最后我用这个像素着色器渲染到屏幕上:
uniform sampler2D tex;
void main(void)
{
float color = texture2D(tex, gl_TexCoord[0].st).x;
if(color<1.1)gl_FragColor = vec4(1.0,0.0,0.0,0.0); //bad
else gl_FragColor = vec4(0.0,1.0,0.0,0.0);//yes what we want
}
根据我的第二个着色器,如果 HDR 工作,我应该获得绿色全屏。但似乎我的值在第一步被限制了,我得到了一个红屏( if(color<1.1)gl_FragColor = vec4(1.0,0.0,0.0,0.0); )