尝试通过我的屏幕外缓冲区传递多个纹理时遇到问题。问题是其他纹理没有正确写入。我被分配的任务是延迟渲染的赞助场景。
你能帮我解决这个问题吗?
创建程序:
mySponza_.program = glCreateProgram();
glAttachShader(mySponza_.program,
mySponza_.vertex_shader);
glAttachShader(mySponza_.program,
mySponza_.fragment_shader);
glBindFragDataLocation(mySponza_.program, 0, "def_position");
glBindFragDataLocation(mySponza_.program, 1, "def_normal");
glLinkProgram(mySponza_.program);
将纹理绑定到FBO:
GLenum framebuffer_status = 0;
//DEFINES FRAMEBUFFER TO BE MODIFIED
glBindFramebuffer(GL_FRAMEBUFFER, gbuffer_fbo_);
//-----------------------------------------------
//ATTACHES TEXTURES TO FRAMEBUFFER (GBUFFER)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, gbuffer_position_tex_, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_RECTANGLE, gbuffer_normal_tex_, 0);
//-----------------------------------------------
//ATTACHES RENDERBUFFER OBJECT TO FRAMEBUFFER (GBUFFER)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth_rbo_);
//-----------------------------------------------
framebuffer_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (framebuffer_status != GL_FRAMEBUFFER_COMPLETE) {
tglDebugMessage(GL_DEBUG_SEVERITY_HIGH, "framebuffer not complete");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
构建GBuffer:
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_BLEND);
glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
glUseProgram(mySponza_.program);
for(int j=0; j < scene_->modelCount(); ++j)
{
model_matrices.model_xform = glm::mat4(scene_->model(j).xform);
model_matrices.combined_xform = model_matrices.project_xform * model_matrices.view_xform * model_matrices.model_xform;
glUniformMatrix4fv(
glGetUniformLocation(mySponza_.program, "combined_xform"),
1, GL_FALSE, glm::value_ptr(model_matrices.combined_xform));
glUniformMatrix4fv(
glGetUniformLocation(mySponza_.program, "model_xform"),
1, GL_FALSE, glm::value_ptr(model_matrices.model_xform));
int mesh_index = scene_->model(j).mesh_index;
glBindVertexArray(mesh_[mesh_index].vao);
glDrawElements(GL_TRIANGLES, mesh_[mesh_index].element_count, GL_UNSIGNED_INT, 0);
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, gbuffer_fbo_);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, viewport[2], viewport[3], 0, 0, viewport[2], viewport[3], GL_COLOR_BUFFER_BIT, GL_LINEAR);
顶点着色器:
#version 330
uniform mat4 combined_xform;
uniform mat4 model_xform;
in vec3 vertex_position;
in vec3 vertex_normal;
out vec3 varying_position;
out vec3 varying_normal;
void main(void)
{
varying_position = mat4x3(model_xform) * vec4(vertex_position, 1.0);
varying_normal = mat3(model_xform) * vertex_normal;
gl_Position = combined_xform * vec4(vertex_position, 1.0);
}
Fragment Shader:
#version 330
in vec3 varying_normal;
in vec3 varying_position;
out vec3 def_normal;
out vec3 def_position;
void main(void)
{
def_normal = varying_normal;
def_position = varying_position;
}