我正在尝试在安装了最新驱动程序的NVIDIA GTX 970上使用OpenGL 4.4实现延迟着色。
我的代码可以直接渲染到屏幕。为了添加第二遍,我创建了一个我渲染场景的FBO和一个渲染最终图像的四边形。当我尝试在第一遍中渲染任何东西并在第二遍之后绘制四边形时,四边形是可见的。当我尝试在第一次通过期间渲染网格(例如立方体)时,四边形消失。另外,我收到以下错误消息:
网格上装有AssImp
我使用以下代码创建VBO / VAO:
void Mesh::genGPUBuffers()
{
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(vec3), &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &uvbuffer);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glBufferData(GL_ARRAY_BUFFER, uvs.size() * sizeof(vec2), &uvs[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &normalbuffer);
glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(vec3), &normals[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &indexbuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexbuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
我像这样渲染我的网格:
void Mesh::render()
{
if (shader != nullptr)
{
shader->use();
shader->setModelMatrix(modelMatrix);
}
for (int i = 0x1; i <= 0xB; i++)
{
if (texture[i] != nullptr)
{
glBindMultiTextureEXT(GL_TEXTURE0 + i, GL_TEXTURE_2D, texture[i]->getTextureID());
}
}
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glVertexAttribPointer(
1, // attribute
2, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 3rd attribute buffer : normals
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
glVertexAttribPointer(
2, // attribute
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexbuffer);
// Draw the triangles
glDrawElements(
GL_TRIANGLES, // mode
(GLsizei)indexCount, // count
GL_UNSIGNED_SHORT, // type
(void*)0 // element array buffer offset
);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
}
使用gDEBugger,我发现错误消息来自glVertexAttribPointer。但是由于gDEBugger不支持OpenGL 4,它本身会抛出很多错误,并没有真正起作用。
FBO的生成如下:
GLuint depthBuf;
Texture
posTex(this),
normTex(this),
colorTex(this)
;
// Create and bind the FBO
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// The depth buffer
glGenRenderbuffers(1, &depthBuf);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuf);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, static_cast<GLsizei>(resolution.x), static_cast<GLsizei>(resolution.y));
// Create the textures for position, normal and color
posTex.createGBuf(GL_TEXTURE0, GL_RGB32F, static_cast<int>(resolution.x), static_cast<int>(resolution.y));
normTex.createGBuf(GL_TEXTURE1, GL_RGB32F, static_cast<int>(resolution.x), static_cast<int>(resolution.y));
colorTex.createGBuf(GL_TEXTURE2, GL_RGB8, static_cast<int>(resolution.x), static_cast<int>(resolution.y));
// Attach the textures to the framebuffer
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuf);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, posTex.getTextureID(), 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, normTex.getTextureID(), 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorTex.getTextureID(), 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
createGBuf()函数如下所示:
void C0::Texture::createGBuf(GLenum texUnit, GLenum format, int width, int height)
{
this->width = width;
this->height = height;
glActiveTexture(texUnit);
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexStorage2D(GL_TEXTURE_2D, 1, format, width, height);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
答案 0 :(得分:3)
您的代码出错可能是因为您从未生成过VertexArrayObject, 调用glGenVertexArray(1,你的vao指针);如果你没有,现代的opengl会把它标记为一个错误,这可能是你发生的事情。生成一个顶点数组,然后用glBindVertexArray(你的vao)绑定它;
其次,您不应该在每个渲染周期缓冲数据。这非常低效。您应该创建多个VAO,将顶点数据绑定到它们然后取消绑定vao,当您渲染相应的网格时,只需重新绑定VAO和glDrawElements。
一个例子就是这个,
如果您有像这样的结构顶点
struct Vertex{
vec3 position;
vec2 uv;
vec3 normal;
};
struct Mesh{
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
GLuint VAO;
void initializeVAO();
void Render();
};
然后你这样初始化。
Mesh::initializeVAO(){
GLuint vertexBuffer, indiceBuffer;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &vertexBuffer);
glGenBuffers(1, &indiceBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)sizeof(vec3));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(:vec3) + sizeof(glm::vec2)));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indiceBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indiceBuffer);
glBindVertexArray(0);
glDeleteBuffers(1, &vertexBuffer);
glDeleteBuffers(1, &indiceBuffer);
}
然后渲染
Mesh::Render()
{
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indices.size(), 0);
glBindVertexArray(0);
}
如果您有任何疑问,请随时提出。