当我正在进行平铺前向着色时,我正在尝试为两个FBOS使用共享深度纹理。我正在做的是填充深度缓冲区的prez传递,然后我运行一个计算着色器只是做一些计算器,然后我运行我的前向着色器,我正在尝试渲染到共享深度缓冲区的FBO有一个颜色缓冲区。问题是屏幕变黑了。以下是我对两个FBO的初衷:
void MainWindow::initalizeTiledForwardPrePassBuffer(int width, int height)
{
glGenFramebuffers(1,&m_prePassBuffer);
glBindFramebuffer(GL_FRAMEBUFFER,m_prePassBuffer);
glGenTextures(1,&m_depthTexture);
glGenTextures(1,&m_finalTexture);
// depth
glBindTexture(GL_TEXTURE_2D, m_depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0);
glBindTexture(GL_TEXTURE_2D, m_otherTexture);
///Used to be GL_RGBA only
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGB, GL_FLOAT, NULL);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT5, GL_TEXTURE_2D, m_otherTexture, 0);
// final
glBindTexture(GL_TEXTURE_2D, m_finalTexture);
///Used to be GL_RGBA only
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGB, GL_FLOAT, NULL);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, m_finalTexture, 0);
GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (Status != GL_FRAMEBUFFER_COMPLETE) {
printf("FB error, status: 0x%x\n", Status);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void MainWindow::initializeTiledForwardColorBuffer(int width, int height)
{
glGenFramebuffers(1,&m_forwardColorBuffer);
glBindFramebuffer(GL_FRAMEBUFFER,m_forwardColorBuffer);
glGenTextures(1,&m_forwardColorTexture);
glBindTexture(GL_TEXTURE_2D,m_forwardColorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGB, GL_FLOAT, NULL);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT14, GL_TEXTURE_2D, m_forwardColorTexture, 0);
// depth
glBindTexture(GL_TEXTURE_2D, m_depthTexture);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0);
GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (Status != GL_FRAMEBUFFER_COMPLETE) {
printf("FB error, status: 0x%x\n", Status);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
这是我的Z前传:
ShaderMan.useTiledForwardPrePass();
///bind the prepasbuffer for drawing
bindTiledForwardPrePassBuffer();
///enable depth test and clear the buffers and then render the scene
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
//renderSceneToDepth();
renderOtherSceneToDepth();
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
前进传球
ShaderMan.useForwardShader();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_forwardColorBuffer);
//glBindImageTexture(4, m_forwardColorTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
GLenum DrawBuffers[] = {
GL_COLOR_ATTACHMENT14
};
glDrawBuffers(ARRAY_SIZE_IN_ELEMENTS(DrawBuffers), DrawBuffers);
glDepthMask(GL_FALSE);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
//bindMSAABufferForWriting();
bindForForwardPass();
//renderSceneForward();
renderOtherSceneForward();
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindFramebuffer(GL_READ_FRAMEBUFFER,m_forwardColorBuffer);
glReadBuffer(GL_COLOR_ATTACHMENT14);
glBlitFramebuffer(0, 0, window_width, window_height,
0, 0, window_width, window_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
我尝试在片段着色器中写入颜色缓冲区的方法只是使用
//Other code.....
layout(location = 0)out vec3 finalColor;
void main()
{
//Other code...
finalColor = vec3(color).xyz;
}
更新
这是完整的预通过着色器 #version 430
layout(location = 0)in vec3 position;
uniform mat4 modelViewProjection;
void main()
{
gl_Position = modelViewProjection*vec4(position,1.0f);
}
#version 430
void main()
{
}
我如何绑定预传递缓冲区
void MainWindow::bindTiledForwardPrePassBuffer()
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER,m_prePassBuffer);
}
ANSWER
问题显然是我的显卡没有14个渲染目标的支持所以当我将纹理从GL_COLOR_ATTACHMENT14更改为GL_COLOR_ATTACHMENT1时,一切都按预期工作
答案 0 :(得分:0)
0代表drawBuffer []数组中的索引。抱歉错误......
更新
我看不到你在哪里绑定你的附件插槽以进行预传
GLenum DrawBuffers[] = {
GL_COLOR_ATTACHMENT4 , GL_COLOR_ATTACHMENT5, GL_DEPTH_ATTACHMENT
};
glDrawBuffers(ARRAY_SIZE_IN_ELEMENTS(DrawBuffers), DrawBuffers);
同样在预先通过着色器中,您不会根据DrawBuffer数组绑定所有附件 你的片段着色器是空的吗?
layout(location = 0)out vec3 color4;
layout(location = 1)out vec3 color5;
layout(location = 2)out float fragmentdepth;
void main()
{
//output something per fragment!!
}
此外,如果您打算使用深度纹理作为着色器的输入,您应该拥有, 相应的制服,我错了吗?