Sunday, April 21, 2013

GL_RENDERBUFFER example c c++ java


Name

glBindRenderbuffer — bind a renderbuffer to a renderbuffer target GL_RENDERBUFFER

C Specification

void glBindRenderbuffer(GLenum  target,
GLuint  renderbuffer);

Parameters


target
Specifies the renderbuffer target of the binding operation. target must be GL_RENDERBUFFER.
renderbuffer
Specifies the name of the renderbuffer object to bind.

Description

glBindRenderbuffer binds the renderbuffer object with name renderbuffer to the renderbuffer target specified by targettarget must be GL_RENDERBUFFER.renderbuffer is the name of a renderbuffer object previously returned from a call to glGenRenderbuffers, or zero to break the existing binding of a renderbuffer object to target.

Errors

GL_INVALID_ENUM is generated if target is not GL_RENDERBUFFER.
GL_INVALID_OPERATION is generated if renderbuffer is not zero or the name of a renderbuffer previously returned from a call to glGenRenderbuffers.

Copyright

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.http://opencontent.org/openpub/.

Example of GL_RENDERBUFFER

// This function does any needed initialization on the rendering
// context. 
void SetupRC()
{
    fprintf(stdout, "FBO Draw Buffers Demo\n\n");

    // Make sure required functionality is available: cube maps, auto mip gen, etc.
    if (!GLEE_VERSION_1_4)
    {
        fprintf(stderr, "OpenGL 1.4 is not available!\n");
        Sleep(2000);
        exit(0);
    }

    if (GLEE_ARB_texture_non_power_of_two)
    {
        npotTexturesAvailable = GL_TRUE;
    }
    else
    {
        fprintf(stderr, "GL_ARB_texture_non_power_of_two extension is not available!\n");
        fprintf(stderr, "Framebuffer effects will be lower resolution (lower quality).\n\n");
    }

    if (!GLEE_EXT_framebuffer_object)
    {
        fprintf(stderr, "GL_EXT_framebuffer_object extension is unavailable!\n");
        Sleep(2000);
        exit(0);
    }

    // we'll use up to 4 render targets if they're available
    glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
    glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &maxColorAttachments);
    glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTexUnits);
    maxDrawBuffers = (maxDrawBuffers > maxColorAttachments) ? maxColorAttachments : maxDrawBuffers;
    maxDrawBuffers = (maxDrawBuffers > (maxTexUnits-1)) ? (maxTexUnits-1) : maxDrawBuffers;
    maxDrawBuffers = (maxDrawBuffers > 4) ? 4 : maxDrawBuffers;
    if (((!GLEE_ARB_draw_buffers || !GLEE_ARB_fragment_shader || !GLEE_ARB_shader_objects) 
        && !GLEE_VERSION_2_0) || (maxDrawBuffers != 4))
    {
        fprintf(stderr, "Support for at least 4 draw buffers is unavailable!\n");
        Sleep(2000);
        exit(0);
    }

    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
    glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE_EXT, &maxRenderbufferSize);
    maxTexSize = (maxRenderbufferSize > maxTexSize) ? maxTexSize : maxRenderbufferSize;

    fprintf(stdout, "Controls:\n");
    fprintf(stdout, "\tRight-click for menu\n\n");
    fprintf(stdout, "\tx/X\t\tMove +/- in x direction\n");
    fprintf(stdout, "\ty/Y\t\tMove +/- in y direction\n");
    fprintf(stdout, "\tz/Z\t\tMove +/- in z direction\n\n");
    fprintf(stdout, "\td/D\t\tToggle use of draw buffers\n\n");
    fprintf(stdout, "\tq\t\tExit demo\n\n");
    
    // Black background
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f );

    // Hidden surface removal
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);

    // Set up some lighting state that never changes
    glShadeModel(GL_SMOOTH);
    glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
    glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
    glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
    glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
    glMaterialfv(GL_FRONT, GL_SPECULAR, specularLight);
    glMateriali(GL_FRONT, GL_SHININESS, 128);
    glEnable(GL_LIGHTING);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_NORMALIZE);
    glEnable(GL_LIGHT0);

    // Set up textures & shaders
    SetupTextures();
    SetupShaders();

    // Set up some renderbuffer state
    glGenRenderbuffersEXT(1, &renderbufferID);
    // glBindRenderbuffer(GL_RENDERBUFFER, renderbufferID);
    glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbufferID);
    /*glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, fboWidth, fboHeight);*/

glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT32, fboWidth, fboHeight);
    glGenFramebuffersEXT(2, framebufferID);
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[0]);
    glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, renderbufferID);    glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[0], 0);

    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[1]);
    for (int i = 0; i < maxDrawBuffers; i++)
    {
        glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, renderTextureID[i+1], 0);
    }
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}