OpenGL Deferred Rendering无法正常工作

时间:2014-11-23 12:31:52

标签: c++ opengl glsl deferred-rendering

我尝试在第一遍中渲染我的几何体,并在第二遍中将它从缓冲区渲染到四边形 将几何体直接渲染到屏幕可以正常工作,但是一旦我尝试使用多次渲染渲染到四边形,屏幕就会保持黑色(清晰颜色为灰色)。 我认为我的着色器可能是问题所在。如果需要,请提供更多代码。

顶点着色器:

#version 440

layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 vertexUV;
layout(location = 2) in vec3 vertexNormal;

centroid out vec2 UV;
out vec4 position;
out vec3 normal;

uniform mat4 uniMatModel;
uniform mat4 uniMatView;
uniform mat4 uniMatProjection;
uniform mat4 uniMatModelView;
uniform mat4 uniMatModelViewProjection;
uniform mat3 uniMatNormal;

void main()
{
    UV = vertexUV;
    position = uniMatModelView * vec4(vertexPosition, 1.0);
    normal = normalize(uniMatNormal * vertexNormal);
    gl_Position = uniMatModelViewProjection * vec4(vertexPosition, 1.0);
}



片段着色器:

#version 440

centroid in vec2 UV;
in vec4 position;
in vec3 normal;

layout (location = 0) out vec4 fragColor;
layout (location = 1) out vec3 positionData;
layout (location = 2) out vec3 normalData;
layout (location = 3) out vec3 colorData;

subroutine void renderPassType();
subroutine uniform renderPassType renderPass;

uniform sampler2D uniSamTexture;
uniform sampler2D uniSamAlpha;

layout(binding = 0) uniform sampler2D positionTex;
layout(binding = 1) uniform sampler2D normalTex;
layout(binding = 2) uniform sampler2D colorTex;

subroutine (renderPassType)
void renderWorld()
{
    if (texture2D(uniSamAlpha, UV).rgb[0] == 1.0) // Alphamaps have to be inverted!
    {
        discard;
        colorData = vec3(0.0);
    }
    else
    {
        colorData = texture2D(uniSamTexture, UV).rgb;
    }

    positionData = vec3(position.x, position.y, position.z);
    normalData = normal;
}

subroutine (renderPassType)
void renderLight()
{
    fragColor = vec4(texture(colorTex, UV).rgb, 1.0);
}

void main()
{
    renderPass();
}



修改

void C0::Cocaine::makeFBO(GLuint &fbo)
{
    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);

    GLenum drawBuffers[] = { GL_NONE, GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
    glDrawBuffers(4, drawBuffers);

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
}


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);
}



修改:渲染方法:

void C0::Mesh::render()
{
    if (shader != nullptr)
    {
        shader->use();
        shader->setModelMatrix(modelMatrix);
    }

    glBindVertexArray(VAO);

    if (!is2D)
    {
        for (int i = 0x1; i <= 0xB; i++)
        {
            if (texture[i] != nullptr)
            {
                glBindMultiTextureEXT(GL_TEXTURE0 + i, GL_TEXTURE_2D, texture[i]->getTextureID());
            }
        }
    }

    glDrawArrays(GL_TRIANGLES, 0, indexCount);
    glBindVertexArray(0);
}



更多代码:

pass1->setRenderCallback([&]() {

    sp->useSubRoutine(srp1);
    cube->render();

    return true;
});

pass2->setRenderCallback([&]() {

    sp->useSubRoutine(srp2);
    sp->resetMatrices(); // it should be a 2D quad, so I reset the MVP uniforms to 1.0f
    sp->lockMVP(true); // workaround (still playing around with everything)
    dq->render(); // render display quad
    sp->lockMVP(false);

    return true;
});

e->setOnRender([&]() {

    pass1->render();
    pass2->render();

    /* handle input etc... */
});



通过渲染方法:

bool Pass::render()
{
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    if (depthTest)
    {
        glEnable(GL_DEPTH_TEST);
    }
    else
    {
        glDisable(GL_DEPTH_TEST);
    }

    if (onRender != nullptr)
    {
        if (!onRender())
        {
            return false;
        }
    }

    if (fbo != 0)
    {
        glFinish();
    }

    return true;
}

1 个答案:

答案 0 :(得分:2)

使用着色器版本字符串:

#version 440

个人资料的默认设置为core。来自GLSL 4.40规范:

  

配置文件参数只能与版本150或更高版本一起使用。如果未提供配置文件参数且版本为150或更高版本,则默认为核心

您在片段着色器中调用的texture2D()函数仅在兼容性配置文件中可用。在核心配置文件中,您需要使用重载的texture()

if (texture(uniSamAlpha, UV).rgb[0] == 1.0) // Alphamaps have to be inverted!
...
    colorData = texture(uniSamTexture, UV).rgb;

如果您的着色器出现问题,最好检查编译是否成功。您可以使用以下调用:

glGetShaderiv(shaderId, GL_COMPILE_STATUS, ...);
glGetShaderInfoLog(shaderId, ...);