glBindFramebuffer — bind a framebuffer to a framebuffer target
void glBindFramebuffer( | GLenum target, |
GLuint framebuffer) ; |
target
Specifies the framebuffer target of the binding operation.
framebuffer
Specifies the name of the framebuffer object to bind.
glBindFramebuffer
binds the framebuffer object with name framebuffer
to the framebuffer target specified by target
. target
must be either GL_DRAW_FRAMEBUFFER
, GL_READ_FRAMEBUFFER
or GL_FRAMEBUFFER
. If a framebuffer object is bound to GL_DRAW_FRAMEBUFFER
or GL_READ_FRAMEBUFFER
, it becomes the target for rendering or readback operations, respectively, until it is deleted or another framebuffer is bound to the corresponding bind point. Calling glBindFramebuffer
with target
set to GL_FRAMEBUFFER
binds framebuffer
to both the read and draw framebuffer targets. framebuffer
is the name of a framebuffer object previously returned from a call to glGenFramebuffers, or zero to break the existing binding of a framebuffer object to target
.
GL_INVALID_ENUM
is generated if target
is not GL_DRAW_FRAMEBUFFER
, GL_READ_FRAMEBUFFER
or GL_FRAMEBUFFER
.
GL_INVALID_OPERATION
is generated if framebuffer
is not zero or the name of a framebuffer previously returned from a call to glGenFramebuffers.
// fbo_width and fbo_height are the desired width and height of the FBO. // For Opengl <= 4.4 or if the GL_ARB_texture_non_power_of_two extension // is present, fbo_width and fbo_height can be values other than 2^n for // some integer n. // Build the texture that will serve as the color attachment for the framebuffer. GLuint texture_map; glGenTextures(1, &texture_map); glBindTexture(GL_TEXTURE_2D, texture_map); 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_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fbo_width, fbo_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, 0); // Build the texture that will serve as the depth attachment for the framebuffer. GLuint depth_texture; glGenTextures(1, &depth_texture); glBindTexture(GL_TEXTURE_2D, depth_texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, fbo_width, fbo_height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, 0); // Build the framebuffer. GLuint framebuffer; glGenFramebuffers(1, &framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)framebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_map, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) // Error glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, source_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destination_fbo); glBlitFramebuffer(0, 0, source_fbo_width, source_fbo_height, 0, 0, destination_fbo_width, destination_fbo_height, GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT, GL_NEAREST);
Songho - OpenGL Frame Buffer Object (FBO)
open.gl - Framebuffers
opengl-tutorial.org - Tutorial 14 : Render To Texture
opengl-tutorial.org - Tutorial 16 : Shadow mapping
glGenFramebuffers, glDeleteFramebuffers, glFramebufferRenderbuffer, glFramebufferTexture, glFramebufferTexture1D, glFramebufferTexture2D, glFramebufferTexture3D, glFramebufferTextureFace, glFramebufferTextureLayer, glIsFramebuffer
Copyright © 2010 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. https://opencontent.org/openpub/.