How to efficiently copy depth buffer to texture on OpenGL ES

南楼画角 提交于 2019-12-03 03:51:44

iOS devices generally support OES_depth_texture, so on devices where the extension is present, you can set up a framebuffer object with a depth texture as its only attachment:

GLuint g_uiDepthBuffer;
glGenTextures(1, &g_uiDepthBuffer);
glBindTexture(GL_TEXTURE_2D, g_uiDepthBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
// glTexParameteri calls omitted for brevity

GLuint g_uiDepthFramebuffer;
glGenFramebuffers(1, &g_uiDepthFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, g_uiDepthFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, g_uiDepthBuffer, 0);

Your texture then receives all the values being written to the depth buffer when you draw your scene (you can use a trivial fragment shader for this), and you can texture from it directly without needing to call glCopyTexImage2D.

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