如何在glsl中切换着色器程序

时间:2012-05-18 11:57:01

标签: opengl glsl volume raycasting

我想使用可编程管道(使用glsl)进行体积渲染,并且没有固定的管道。我使用2个着色器程序exitPointPrograyCastProg实现了2次传递。第一遍是获得立方体边界框的出口点(即背面),该边界框将用作进行光线投射的下一遍中的纹理。进行光线投射体绘制的想法来自here。我认为我已经完成了大部分工作,因为我已经使用固定管道和可编程管道实现了这一点。让我感到困惑的是我用第一帧获得了结果,然后用闪光灯将屏幕上的显示变为白色(我设置glClearColor(1.0f, 1.0f, 1.0f, 1.0f)。我认为切换时可能有些错误着色器程序或FBO。这是我在render()函数中所做的。

  1. 第一遍,使用着色器程序exitPoints渲染到绑定了exitPointProg纹理的fbo以获取立方体边界框的出口点。
  2. 2ed pass,将exitPoints纹理(绑定到GL_TEXTURE1)映射到着色器程序rayCastProg,作为将在着色器中使用的统一sampler2D变量。 这是setupFBOrender以及两个子程序: setupFBO()函数:

    void SimpleRayCasting::setupFBO()
    {
        GLuint textureHandles[1];
        glGenTextures(1, textureHandles);
        entryPoints = textureHandles[0];
    
    
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, exitPoints);
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
        glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
    
    
        GLuint depthRenderBuffer;
        glGenRenderbuffers(1, &depthRenderBuffer);
        glBindRenderbuffer(GL_RENDERBUFFER, depthRenderBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
    
        glGenFramebuffers(1, &frameBuffer);
        glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 
                        exitPoints, 0/* level */);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 
                        depthRenderBuffer);
    
    
        checkFramebufferState(__FILE__, __LINE__);
        GLenum drawbufs[] = {GL_COLOR_ATTACHMENT0};
        glDrawBuffers(1, drawbufs);
        glBindFramebuffer(GL_FRAMEBUFFER,0);
    }
    

    render()函数:

    void SimpleRayCasting::render()
    {
        getExitPoints();
        GLUtils::checkForOpenGLError(__FILE__,__LINE__);
        rayCasting();
        GLUtils::checkForOpenGLError(__FILE__,__LINE__);
    }
    

    getExitPoints()函数:

    void SimpleRayCasting::getExitPoints() 
    {
        // render to the texture
        glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
        glEnable(GL_DEPTH_TEST);
        glViewport(0, 0, width, height);
        // checkFramebufferState(__FILE__, __LINE__); 
        glClearColor(0.2f, 0.2f, 0.2f, 1.0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        exitPointsProg.use();
        // note that the model will recalculated.
        model = mat4(1.0f);
        model *= glm::rotate(angle , vec3(0.0f,1.0f,0.0f));
        model *= glm::rotate(90.0f, vec3(1.0f, 0.0f, 0.0f));
        model *= glm::translate(vec3(-0.5f, -0.5f, -0.5f));
        view = glm::lookAt(vec3(0.0f,0.0f,2.0f), vec3(0.0f,0.0f,0.0f), vec3(0.0f,1.0f,0.0f));
        projection = mat4(1.0f);
        projection = glm::perspective(60.0f, (float)width/(float)height,0.01f, 400.0f);   
        setMatrices(exitPointsProg);
        glEnable(GL_CULL_FACE);
        glCullFace(GL_FRONT);
        drawBoundBox();
        glDisable(GL_CULL_FACE);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    }
    

    rayCasting函数:

    void SimpleRayCasting::rayCasting()
    {
        // Directly render to the screen
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glEnable(GL_DEPTH_TEST);
        glViewport(0, 0, width, height);
        glClearColor(1.0f, 1.0f, 1.0f, 1.0);
        glClear(GL_COLOR_BUFFER_BIT |  GL_DEPTH_BUFFER_BIT);
        rayCastProg.use();
        model = mat4(1.0f);
        model *= glm::rotate(angle, vec3(0.0f,1.0f,0.0f));
        model *= glm::rotate(90.0f, vec3(1.0f, 0.0f, 0.0f));
        model *= glm::translate(vec3(-0.5f, -0.5f, -0.5f));
        view = glm::lookAt(vec3(0.0f,0.0f,2.0f), vec3(0.0f,0.0f,0.0f), vec3(0.0f,1.0f,0.0f));
        projection = mat4(1.0f);
        projection = glm::perspective(60.0f, (float)width/(float)height,0.01f, 400.0f);   
        setMatrices(rayCastProg);
        rayCastProg.setUniform("StepSize", stepSize);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, exitPoints);
        rayCastProg.setUniform("ExitPoints", 1);
        glActiveTexture(GL_TEXTURE4);
        glBindTexture(GL_TEXTURE_3D, volume_to);
        rayCastProg.setUniform("VolumeTex", 4);
        glActiveTexture(GL_TEXTURE5);
        glBindTexture(GL_TEXTURE_1D, transferFunc_to);
        rayCastProg.setUniform("TransferFunc", 5);
        glEnable(GL_CULL_FACE);
        glCullFace(GL_BACK);
        drawBoundBox();
        glDisable(GL_CULL_FACE);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    }
    

    我在Qt中使用从QGLWidget继承的类。正如我早些时候提到的那样,我在第一帧时得到了正确的结果,很快它就会闪现并变成白色。我不知道这有什么问题,着色器程序或FBO事件的切换是否有问题?我一直在研究这个问题,无法弄明白,任何帮助都将不胜感激!

  3. 编辑询问 是否有任何演示或教程演示如何在FBO中使用多个glsl着色器程序?

0 个答案:

没有答案