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;
}
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, ...);