我正在尝试渲染到纹理。使用opengl-es 2.0。我想进行黑白后处理。但是我看到的只有黑色纹理。在场景中我有光源和两个球体。但是当我是试图渲染附加到帧缓冲区的纹理,我看到黑色方块。
this->frameBuffersCount = 3;
this->frameBuffers = new int[frameBuffersCount];
glGenFramebuffers(frameBuffersCount, (GLuint*)this->frameBuffers);
this->texturesCount = this->frameBuffersCount * 2;
this->bufferTextures = new int[this->texturesCount];
glGenTextures(this->texturesCount, (GLuint*)this->bufferTextures);
for(int i = 0; i < this->texturesCount / 2; ++i)
{
glBindTexture(GL_TEXTURE_2D, this->bufferTextures[2*i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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);
glBindTexture(GL_TEXTURE_2D, this->bufferTextures[2*i + 1]);
glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_COMPONENT, screenWidth, screenHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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);
}
for(int i = 0; i < this->frameBuffersCount; ++i)
{
glBindFramebuffer(GL_FRAMEBUFFER, this->frameBuffers[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
this->bufferTextures[2*i],
0);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D,
this->bufferTextures[2*i + 1],
0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
this->ordinaryQuad = new ModelVertex[4];
this->ordinaryQuad[0].UV = Vector2(0.0,0.0);
this->ordinaryQuad[0].position = Vector3(-1, -1, 0.0);
this->ordinaryQuad[1].UV = Vector2(0.0,1.0);
this->ordinaryQuad[1].position = Vector3(-1.0, 1.0, 0.0);
this->ordinaryQuad[2].UV = Vector2(1.0,1.0);
this->ordinaryQuad[2].position = Vector3(1.0, 1.0, 0.0);
this->ordinaryQuad[3].UV = Vector2(1.0,0.0);
this->ordinaryQuad[3].position = Vector3(1.0, -1.0, 0.0);
这是渲染代码。
void EffectManager::applyBnW()
{
glBindFramebuffer(GL_FRAMEBUFFER, this->frameBuffers[0]);
auto res = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(res == GL_FRAMEBUFFER_COMPLETE)
{
SceneManager::GetInstance().DrawScene();
glDisable(GL_DEPTH_TEST);
unsigned short indices[6] = {0,2,1,2,0,3};
Shaders shaders;
shaders.Init("../Resources/Shaders/BlackAndWhiteVS.vs", "../Resources/Shaders/BlackAndWhiteFS.fs", 0);
glUseProgram(shaders.program);
unsigned int hVBuff,hInBuff;
glGenBuffers(1, &hVBuff);
glGenBuffers(1, &hInBuff);
glBindBuffer(GL_ARRAY_BUFFER, hVBuff);
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(SEngine::ModelVertex), this->ordinaryQuad, GL_STATIC_DRAW);
//glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, hInBuff);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned short), indices, GL_STATIC_DRAW);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->bufferTextures[0]);
glGenerateMipmap(GL_TEXTURE_2D);
if(shaders.positionAttribute != -1)
{
glEnableVertexAttribArray(shaders.positionAttribute);
glVertexAttribPointer(shaders.positionAttribute, 3, GL_FLOAT, GL_FALSE, sizeof(SEngine::ModelVertex), 0);
}
if(shaders.UVAttribute != -1)
{
glEnableVertexAttribArray(shaders.UVAttribute);
glVertexAttribPointer(shaders.UVAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(SEngine::ModelVertex), (void*)(sizeof(Vector3)));
}
if(shaders.samplerUniform != -1)
{
glUniform1i(shaders.samplerUniform, 0);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)0);
//glDrawArrays(GL_TRIANGLES,0,4);
}
有什么问题?
答案 0 :(得分:0)
由于您的问题中没有提供足够的信息/代码,因此无法给出明确的答案。
你清除了深度缓冲区吗? 当您在渲染对象的片段着色器中生成颜色时,您是否正确计算了白色?
我在这些情况下帮助我调试问题的一种方法是删除潜在的错误区域。
将帧缓冲区清除为红色,Alpha通道= 1.0 清除深度缓冲区 硬编码gl_FragColor到vec4(1,1,1,1)
通过执行此操作,您可以查看输出是否全部为红色?然后问题在于对象渲染,例如变换,剪切,深度拒绝或其他原因。 如果你能看到白色的物体?然后你知道这是片段着色器的问题
我还建议你删除该行 glGenerateMipmap(GL_TEXTURE_2D); 从我在代码中看到的内容来看,它不会增加额外的内容。如果不是,这是您的错误的根本原因。 在仍然使用并附加到帧缓冲对象的纹理上生成mipmap并不是非常有效,特别是如果驱动程序内部必须重新分配内存以便能够存储新的mipmap级别。
答案 1 :(得分:0)
Solved。这是索引缓冲区的问题,我忘了禁用depth_test。