总之,我的全屏着色器没有输出任何内容,
我正在GLSL中编写一个延迟着色器,我已经进入了在屏幕空间中应用灯光的阶段。我有一个环境传递,我基本上将漫反射强度从GBuffer写入默认的FBO,这很好。然后我应用另一个全屏四边形来计算场景中的方向光,再次从GBUffer中采样,并且应该与默认的FBO混合。
我遇到的问题是定向灯着色器不输出任何内容。我使用与环境传递相同的矩阵和变换,但没有任何变化。
我尝试了以下内容;
这是应用程序代码;
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_GeometryBuffer->m_Name);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glDrawBuffers(1,draw_buffers);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_AmbientShader->Begin();
m_AmbientShader->SetUniformInt1("Diffuse",m_DiffuseTexture->m_TextureUnit);
// Draw full screen quad
glBegin(GL_QUADS);
glMultiTexCoord2i(GL_TEXTURE0,0,0);
glVertex2i(-1,-1);
glMultiTexCoord2i(GL_TEXTURE0,1,0);
glVertex2i(1,-1);
glMultiTexCoord2i(GL_TEXTURE0,1,1);
glVertex2i(1,1);
glMultiTexCoord2i(GL_TEXTURE0,0,1);
glVertex2i(-1,1);
glEnd();
m_AmbientShader->End();
const DirectionalLight& dl = scene.GetDirectionalLight();
glDrawBuffers(1, draw_buffers);
m_DirectionalLightShader->Begin();
m_DirectionalLightShader->SetUniformInt1("Diffuse",m_DiffuseTexture->m_TextureUnit);
m_DirectionalLightShader->SetUniformInt1("Position",m_PositionTexture->m_TextureUnit);
m_DirectionalLightShader->SetUniformInt1("Normal",m_NormalTexture->m_TextureUnit);
m_DirectionalLightShader->SetUniformFloat3("LightDir",dl.GetDirection());
m_DirectionalLightShader->SetUniformFloat3("LightAmb",dl.GetAmb());
m_DirectionalLightShader->SetUniformFloat3("LightDiff",dl.GetDiff());
m_DirectionalLightShader->SetUniformFloat3("LightSpec",dl.GetSpec());
m_DirectionalLightShader->SetUniformFloat3("LightAtt",dl.GetAtt());
m_DirectionalLightShader->SetUniformFloat1("LightIntensity",dl.GetIntensity());
// Draw full screen quad
glBegin(GL_QUADS);
glMultiTexCoord2i(GL_TEXTURE0,0,0);
glVertex2i(-1,-1);
glMultiTexCoord2i(GL_TEXTURE0,1,0);
glVertex2i(1,-1);
glMultiTexCoord2i(GL_TEXTURE0,1,1);
glVertex2i(1,1);
glMultiTexCoord2i(GL_TEXTURE0,0,1);
glVertex2i(-1,1);
glEnd();
m_DirectionalLightShader->End();
请原谅我,如果我的数学错误,我一直在搞乱着色器试图得到任何类型的输出,但这里是着色器源文件;
< - directional_light.vert - >
varying out vec2 ScreenPos;
varying out vec3 VSLightDir;
uniform vec3 LightDir;
uniform vec3 LightAmb;
uniform vec3 LightDiff;
uniform vec3 LightSpec;
uniform float LightIntensity;
void main()
{
gl_Position = gl_Vertex;
ScreenPos = gl_MultiTexCoord0.st;
VSLightDir = normalize((gl_ModelViewMatrix * vec4(LightDir,0.0)).xyz);
}
< - directional_light.frag - >
// Gbuffer textures
uniform sampler2D Diffuse;
uniform sampler2D Position;
uniform sampler2D Normal;
in vec2 ScreenPos;
uniform vec3 LightDir;
uniform vec3 LightAmb;
uniform vec3 LightDiff;
uniform vec3 LightSpec;
uniform float LightIntensity;
in vec3 VSLightDir;
out vec4 OutColour;
void main()
{
// Sample from the GBuffer
vec4 Diffuse = texture2D(Diffuse, ScreenPos);
vec4 VSPos = texture2D(Position, ScreenPos);
vec4 MRT2 = texture2D(Normal, ScreenPos);
vec3 VSNormal = normalize(MRT2.xyz);
float Shininess = MRT2.w;
float LDotN = dot(VSNormal, VSLightDir);
vec3 View = -normalize(VSPos.xyz);
// Compute ambient contribution
vec3 ambient = LightIntensity * LightAmb * Diffuse.xyz;
// Compute diffuse contribution
vec3 diffuse = LightIntensity * LightDiff * Diffuse.xyz * max(0.0, LDotN);
// Compute specular contribution
vec3 HalfWay = normalize(LightDir + View);
vec3 specular = (LDotN <= 0.0)
? vec3(0.0)
: LightIntensity * LightSpec * Diffuse.xyz * pow(max(0.0, dot(VSNormal,HalfWay)), Shininess);
OutColour = vec4(ambient + diffuse + specular, Diffuse.a);
//OutColour = vec4(0.0,0.0,1.0,1.0); //Debug line
}
&lt; - ambient.vert - &gt;
varying out vec2 ScreenPos;
void main()
{
gl_Position = gl_Vertex;
// Used for the position to sample from GBuffer
ScreenPos = gl_MultiTexCoord0.st;
}
&lt; - ambient.frag - &gt;
// Gbuffer textures
uniform sampler2D Diffuse;
in vec2 ScreenPos;
out vec4 OutColour;
void main()
{
OutColour = texture2D(Diffuse, ScreenPos);
//OutColour = vec4(0.0,0.0,1.0,1.0);
}
答案 0 :(得分:3)
您是否启用了深度测试?我看到你正在清除深度缓冲区,所以我怀疑可能,但你正在绘制与第一个完全相同深度的第二个纹理。使用glDepthFunc
默认值GL_LESS
会导致第二次抽奖被完全拒绝。
或者你想如何将这两个联合组合起来?是否应该进行一些混合?