我看到一个多传递,多RT乒乓渲染的奇怪问题
我正在使用3个着色器和一个FBO,我在任何阶段都没有错误。我正在使用opengl 4,所以我没有使用glBegin / glEnd,我使用自己的矩阵进行转换,我使用顶点缓冲区进行渲染
这个测试的一般想法是将三种不同的颜色渲染为三个独立的fbo附件(我意识到在第一次传递中渲染vbo两次效率不高,但这只是为了帮助我理解其他来源中的问题然后,我将一组单独的纹理绑定到fbo,并使用第一组作为采样器。最后一步是将结果混合到后台缓冲区
奇怪的是输出是两个四边形都显示为红色,第一个应该是红色而第二个是绿色(因为这些值来自第二个着色器)。
如果我将第二个着色器中的SamplePix函数更改为始终从第二个采样器中取出,则两者都显示为绿色,如果从第三个着色器中查找,则全部显示为黄色,但似乎只读取一个。
现在我似乎无法解释为什么我可以从每个采样器读取确定但是循环似乎没有正确查找(在着色器2中)
此外,如果我切换到渲染在着色器2中采样的纹理,我会在第二遍中看到黑色四边形(图像2)
希望有人可以对这个问题有所了解。 (我也尝试在第一次通过后添加一个同步栅栏对象,但这没有什么区别)
纹理样本:
// initial setup of shaders and vertex buffers ommitted for now (in separate source files)
// fbo setup like so
const int DepthLayers = 3;
bool InitFBO()
{
// width and height 768pixels
for (int j=0; j<DepthLayers; j++)
{
const int idx = j + (DepthLayers*i);
glGenTextures(1, &g_FBOManager.m_fboTex[ idx ]);
glBindTexture(GL_TEXTURE_2D, g_FBOManager.m_fboTex[ idx ]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//no mipmaps
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, g_XMLSettings->WWidth(), g_XMLSettings->WHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
//depth
glGenTextures(1, &g_FBOManager.m_fboDepthTex[ idx ]);
glBindTexture(GL_TEXTURE_2D, g_FBOManager.m_fboDepthTex[ idx ]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//no mipmaps
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE/* GL_COMPARE_R_TO_TEXTURE*/);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, g_XMLSettings->WWidth(), g_XMLSettings->WHeight(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glBindTexture(GL_TEXTURE_2D, g_FBOManager.m_fboDepthTex[idx]);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,GL_TEXTURE_2D, g_FBOManager.m_fboDepthTex[idx], 0);
glBindTexture(GL_TEXTURE_2D, g_FBOManager.m_fboTex[idx]);
// attach a texture to FBO color attachment point
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, g_FBOManager.m_fboTex[idx], 0);
// check FBO status
pglBindFramebufferEXT( GL_FRAMEBUFFER_EXT, g_FBOManager.FboId(i) );
if(!CheckFramebufferStatus())
{
return false;
}
}
BindFrameBuffer(-1); // unbind fbo
if (GLGETERROR("1", fileBuf, lineBuf)) ; // check for glErrors
return true; // all ok
}
// code to init second set of textures before the render loop
const int w = g_XMLSettings->WWidth(); //res: 768 square
const int h = g_XMLSettings->WHeight();
glGenTextures(bufCount, &ttex[0]);
for (int i=0; i<bufCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, ttex[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
}
const int bufCount = 3;
void EnableTexture1()
{
glActiveTextureARB(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_BackTexture);
glUniform1iARB(g_pPassAShader->m_clr_idx, 0);
}
void RenderLoop()
{
GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT };
glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glUseProgramObjectARB(g_pPassAShader->m_glContext);
EnableTexture1();
//... code omitted to set transform matrix and supply to shader
if (!BindFrameBuffer(0))
assert(0);
const GLuint DTex = g_FBOManager.GetDepthTexture(0);
glBindTexture(GL_TEXTURE_2D, DTex);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,GL_TEXTURE_2D, DTex, 0);
for (UINT i=0; i<bufCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, g_FBOManager.GetTexture(i));
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, g_FBOManager.GetTexture(i), 0);
if (!CheckFramebufferStatus())
assert(0);
}
glDrawBuffers(bufCount,buffers);
// this is very important! if we don't clear it won't get written to
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_BLEND);
EnableTexture1();
RenderVertexCache(0);
//... code omitted to set transform matrix and supply to shader
// render the second quad to other FBO tex
RenderVertexCache(0);
DisableShader(0);
BindFrameBuffer(-1); // unbinds fbo
//pass 2
if (!BindFrameBuffer(0))
assert(0);
// bind other set of textures to the fbo
for (UINT i=0; i<bufCount; ++i)
{
glBindTexture(GL_TEXTURE_2D,ttex[i]);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, ttex[i], 0);
if (!CheckFramebufferStatus())
assert(0);
}
glDrawBuffers(bufCount,buffers);
// this is very important! if we don't clear it won't get written to
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// bind our set from prev pass to the samplers as input
glUseProgramObjectARB(g_pPassBShader->m_glContext);
for (UINT i=0; i<bufCount; ++i)
{
glActiveTextureARB(GL_TEXTURE0+i);
glBindTexture(GL_TEXTURE_2D,g_FBOManager.GetTexture(i));
glUniform1iARB(g_pPassBShader->m_intex_idx[i], i);
}
VertexBufferManager2::RenderUsingOrthoEx(g_pPassBShader); // renders a full screen quad
DisableShader(0);
BindFrameBuffer(-1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// pass 3
glUseProgramObjectARB(g_pPassCShader->m_glContext);
for (UINT i=0; i<bufCount; ++i)
{
glActiveTextureARB(GL_TEXTURE0+i);
glBindTexture(GL_TEXTURE_2D, ttex[i]);
glUniform1iARB(g_pPassCShader->m_intex_idx[i], i);
}
VertexBufferManager2::RenderUsingOrthoEx(g_pPassCShader);
if (GLGETERROR("at1", fileBuf, lineBuf)) ; // reports any glErrors
}
// the three shaders (fragment shaders only)
// vertex shaders transfer uv's and transform vertices (version set to 410 in all)
// shader for pass1
//--------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------
#version 410
uniform sampler2D g_ClrMap;
in vec2 g_InterpUV; // supplied by vshader
out vec4 g_FBOLayers[ 3 ];
void main(void)
{
vec4 tex = texture(g_ClrMap, g_InterpUV); // if we set fbo from texture only first texture renders
g_FBOLayers[0] = vec4(1,0,0,.5);
g_FBOLayers[1] = vec4(0,1,0,1);
g_FBOLayers[2] = vec4(1,1,0,1);
}
// shader pass 2
//--------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------
#version 410
uniform sampler2D g_inLayers0;
uniform sampler2D g_inLayers1;
uniform sampler2D g_inLayers2;
in vec2 g_InterpUV ;
out vec4 g_FBOLayers[ 3 ];
vec2 fTextureSize;
vec4 SamplePix(in int buf, in vec2 tCoords, in float lod)
{
if (buf==1)
return textureLod(g_inLayers1, tCoords, lod);
else if (buf==2)
return textureLod(g_inLayers2, tCoords, lod);
return textureLod(g_inLayers0, tCoords, lod);
}
void main(void)
{
ivec2 iCoords = ivec2(int(gl_FragCoord.x),int(gl_FragCoord.y));
ivec2 iTextureSize = textureSize(g_inLayers0,0);
fTextureSize = vec2(float(iTextureSize.x), float(iTextureSize.y));
vec2 coords = vec2(gl_FragCoord.x/iTextureSize.x,gl_FragCoord.y/iTextureSize.y);
for(int i=0; i<3; ++i)
{
g_FBOLayers[i] = vec4(0.,0.,0.,0.);
}
int j = 0;
for(; j < 2; ++j)
{
g_FBOLayers[j] = SamplePix(j,coords,0);
}
}
// shader pass 3
//--------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------
#version 410
uniform sampler2D g_inLayers0;
uniform sampler2D g_inLayers1;
uniform sampler2D g_inLayers2;
in vec2 g_InterpUV ;
out vec4 g_PixColour;
vec4 tFetch(in int buf, in ivec2 tCoords, in int lod)
{
if (buf==1)
return texelFetch(g_inLayers1, tCoords, lod);
if (buf==2)
return texelFetch(g_inLayers2, tCoords, lod);
return texelFetch(g_inLayers0, tCoords, lod);
}
void main(void)
{
ivec2 iCoords = ivec2(int(gl_FragCoord.x),int(gl_FragCoord.y));
ivec2 iTextureSize = textureSize(g_inLayers0,0);
vec2 coords = vec2(gl_FragCoord.x/iTextureSize.x,gl_FragCoord.y/iTextureSize.y);
vec4 colour = vec4(0.,0.,0.,0.);
int i = 0;
for(; i <2; ++i) // 3rd texture omitted for now
{
vec4 texel = tFetch(i,iCoords,0);
if(texel.a + colour.a <= 1.0)
{
colour.rgb += (texel.rgb*texel.a);
colour.a += texel.a;
}
else
{
texel.a -= (texel.a + colour.a) - 1.0;
colour.rgb += (texel.rgb*texel.a);
colour.a += texel.a;
break;
}
}
g_PixColour = colour;
}