我正在尝试(徒劳)使用OpenGL和NVIDIA的Cg着色器系统设置MRT,最终目标是延迟渲染。我已经成功地为单个目标设置了着色器和渲染到纹理,但是一旦我尝试将对象渲染到多个渲染目标,它就无法显示在任何渲染目标中。
我正在以下列方式设置帧缓冲区对象:
// Initialize textures
// (I'll spare you the code since I've done that without issues)
// Initialize the FBO
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenRenderbuffers(1, &depthBuff);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuff);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depthBuff);
// -snip-
// Bind each texture we want to use to the FBO at rtNum
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + rtNum,
GL_TEXTURE_2D, tex->getID(), 0);
// Check to make sure we're good to go
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
throw Exceptions::GLException("Frame buffer object is not complete.",
__FUNCTION__);
}
// -snip-
// Call glDrawBuffers with the RTs we want to render to
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
unique_ptr<GLenum[]> arr(new GLenum[num]);
for (size_t c = 0; c < num; ++c)
arr[c] = GL_COLOR_ATTACHMENT0 + c;
glDrawBuffers(num, arr.get());
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
throw Exceptions::GLException("Frame buffer object is not complete.",
__FUNCTION__);
// -snip-
// Set up the FBO for rendering
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw calls here
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glPopAttrib();
我的着色器(使用cgGLGetLatestProfile
返回的配置文件进行编译)是:
struct VertexShaderOutput {
float4 position : POSITION;
float3 normal : TEXCOORD0;
float4 color : COLOR;
};
VertexShaderOutput VS_Main(float4 local : POSITION,
float4 normal : NORMAL,
float4 color : COLOR,
uniform float4x4 modelViewProj,
uniform float4x4 modelViewIT)
{
VertexShaderOutput OUT;
OUT.position = mul(modelViewProj, local);
OUT.normal= mul(modelViewIT, normal).xyz;
OUT.color = color;
return OUT;
}
struct FragmentShaderOutput {
float4 unlit : COLOR0;
float4 normAndDepth : COLOR1;
};
FragmentShaderOutput FS_Main(VertexShaderOutput vsOut)
{
FragmentShaderOutput OUT;
OUT.unlit = float4(1.0f, 1.0f, 0.0f, 1.0f);//vsOut.color;
OUT.normAndDepth.rgb = vsOut.normal;
// Calculate depth later
OUT.normAndDepth.a = 1.0f;
return OUT;
}
有没有人知道为什么会失败?
答案 0 :(得分:1)
以上方法是正确的。问题似乎是硬件和Cg的结合。在我的带有集成芯片组的笔记本电脑上,尽管Cg没有返回任何错误,MRT也会失败并出现大量其他与着色器相关的问题。在配备GeForce GTX260的台式机上,一切都运行良好。