MSDN Graphics Documentation

Framebuffers

Framebuffers are essential components in graphics rendering. They represent the memory targets where rendered images are stored. In modern graphics APIs like DirectX and OpenGL, framebuffers are abstractions that allow developers to control where pixel data goes.

What is a Framebuffer?

A framebuffer is an object that holds one or more attachments, which are typically textures or renderbuffers. These attachments serve as the destinations for rendering operations. When you render geometry, the resulting pixels are written to the currently bound framebuffer's attachments.

Key Concepts

Framebuffer Objects (FBOs)

In OpenGL, Framebuffer Objects (FBOs) provide a flexible way to manage rendering targets off-screen. This is crucial for effects such as:

Core API Functions (Conceptual)

While specific APIs differ, the fundamental operations are similar:

Creating a Framebuffer:


// Conceptual OpenGL FBO creation
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        

Attaching Buffers:

You need to create and bind textures or renderbuffers to serve as attachments.


// Conceptual OpenGL texture attachment
GLuint colorTexture;
glGenTextures(1, &colorTexture);
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 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, colorTexture, 0);

// Conceptual OpenGL depth buffer attachment
GLuint depthBuffer;
glGenRenderbuffers(1, &depthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
        

Binding and Rendering:


// Bind the FBO to render to it
glBindFramebuffer(GL_FRAMEBUFFER, fbo);

// Set draw buffers if multiple color attachments are used
GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, drawBuffers);

// Clear and render scene here...
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw your geometry...

// Switch back to the default framebuffer (screen)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
        

Framebuffer Status

It's important to check the completeness of your framebuffer after attaching objects. The API provides a function for this:


GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
    // Handle error: Framebuffer is not complete
    std::cerr << "Framebuffer incomplete, status: " << status << std::endl;
}
        

DirectX Equivalent: Render Targets

In DirectX, the concept of framebuffers is primarily handled through Render Target Views (RTVs) and Depth-Stencil Views (DSVs), which are bound to the output merger stage of the pipeline.

Best Practices

Further Reading