我有两个相同尺寸的纹理附加到一个fbo,我想将另一个纹理渲染到其中一个附加纹理中,我想将输入纹理图形的蓝色形状渲染到另一个fbo附加纹理
(更新的)顶点着色器:
#version 330
in vec2 coord;
out vec2 f_coord;
void main() {
gl_Position = vec4(coord, 0.0, 1.0);
f_coord = (1.0+coord)/2.0;
}
(更新的)片段着色器:
#version 330
uniform sampler2D my_texture;
in vec2 f_coord;
out vec4 FragData[2];
void main() {
if(texture(my_texture,f_coord).a == 0.0)
discard;
FragData[0]=texture(my_texture,f_coord);
FragData[1]=vec4(0.5, 0.5, 1.0, 1.0);
}
使用此片段着色器一切正常。纹理和纹理的蓝色印章正确呈现。
以下是截图: http://s14.directupload.net/file/d/3487/kvkqdbl7_png.htm
但是如果我想将纹理渲染到gl_FragData [1]并将蓝色conture标记渲染到gl_FragData [0]
#version 330
uniform sampler2D my_texture;
in vec2 f_coord;
out vec4 FragData[2];
void main() {
if(texture(my_texture,f_coord).a == 0.0)
discard;
FragData[0]=vec4(0.5, 0.5, 1.0, 1.0);
FragData[1]=texture(my_texture,f_coord);
}
比我得到两个完全蓝色的纹理。奇怪的是:两个目标纹理都是蓝色的,但我已经将glViewport设置为纹理的一部分。
这是一个截图: http://s1.directupload.net/file/d/3487/9loqibdc_png.htm
fbo附件具有半屏尺寸
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glutGet(GLUT_WINDOW_WIDTH)/2, glutGet(GLUT_WINDOW_HEIGHT), 0, GL_RGBA, GL_BYTE, 0);
所以我可以将两个纹理渲染到屏幕上进行检查。
这就是我创建framebufferobject
的方法 void init_fbo()
{
glGenTextures(1, &fbo.texture0);
glBindTexture(GL_TEXTURE_2D, fbo.texture0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glutGet(GLUT_WINDOW_WIDTH)/2, glutGet(GLUT_WINDOW_HEIGHT), 0, GL_RGBA, GL_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glGenTextures(1, &fbo.texture1);
glBindTexture(GL_TEXTURE_2D, fbo.texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glutGet(GLUT_WINDOW_WIDTH)/2, glutGet(GLUT_WINDOW_HEIGHT), 0, GL_RGBA, GL_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &fbo.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
fbo.texture0, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D,
fbo.texture1, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
我使用那些全局结构变量
struct
{
GLuint fbo;
GLuint texture0;
GLuint texture1;
} fbo;
struct
{
GLuint program;
GLint uni_texture;
GLint att_coord;
} shader_fbo;
struct
{
GLuint program;
GLint uni_texture;
GLint att_coord;
} shader_screen;
这是我的渲染功能
void render()
{
GLenum buffers[2];
GLfloat vertices[] = { -1.0, -1.0,
-1.0, 1.0,
1.0, -1.0,
1.0, 1.0 };
GLubyte indices[] = { 0, 1, 2,
1, 2, 3 };
/*render to mrt fbo*/
glUseProgram(shader_fbo.program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture.texID);
glUniform1i(shader_fbo.uni_texture, 0);
glEnableVertexAttribArray(shader_fbo.att_coord);
glVertexAttribPointer(shader_fbo.att_coord,
2,
GL_FLOAT,
GL_FALSE,
0,
vertices);
glBindFramebuffer(GL_FRAMEBUFFER, fbo.fbo);
buffers[0] = GL_COLOR_ATTACHMENT0;
buffers[1] = GL_COLOR_ATTACHMENT1;
glDrawBuffers(2, buffers);
glViewport(0, 0,
texture.width, texture.height);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture.texID);
glUniform1i(shader_fbo.uni_texture, 0);
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices);
glDisableVertexAttribArray(shader_fbo.att_coord);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
/*render both textures now to screen*/
glUseProgram(shader_screen.program);
glEnableVertexAttribArray(shader_screen.att_coord);
glVertexAttribPointer(shader_screen.att_coord,
2,
GL_FLOAT,
GL_FALSE,
0,
vertices);
/*render the first texture to the left side of the screen*/
glViewport(0, 0,
glutGet(GLUT_WINDOW_WIDTH)/2, glutGet(GLUT_WINDOW_HEIGHT));
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo.texture0);
glUniform1i(shader_screen.uni_texture, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices);
/*render the second texture to the right side of the screen*/
glViewport(glutGet(GLUT_WINDOW_WIDTH)/2, 0,
glutGet(GLUT_WINDOW_WIDTH)/2, glutGet(GLUT_WINDOW_HEIGHT));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbo.texture1);
glUniform1i(shader_screen.uni_texture, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices);
glutSwapBuffers();
}