我有一个使用OpenGL 3到JOGL的Java应用程序,我正在尝试实现多次采样。我正在关注this教程,到目前为止,它似乎有效,除了一行。当我致电gl.glBackBuffer(GL3.GL_BACK)
时,会产生GL_INVALID_OPERATION
错误。如果程序继续,它似乎只绘制一个缓冲区,无论它当前是前缓冲区还是后缓冲区,并且只要重绘它就在所需的输出和垃圾数据之间切换。
根据文件:
如果默认帧缓冲区受影响并且buf指示的缓冲区都不存在,则会生成GL_INVALID_OPERATION。
如果帧缓冲对象受到影响并且buf不等于GL_NONE或GL_COLOR_ATTACHMENT $ m $,则生成GL_INVALID_OPERATION,其中$ m $是介于0和GL_MAX_COLOR_ATTACHMENTS之间的值。
我不认为其中任何一个都是我的问题,但其中一个必须是,因为它们是生成错误的唯一方案。
以下是相关代码:
@Override
public void init(GLAutoDrawable drawable) {
GL3 gl = drawable.getGL().getGL3();
int[] pointer = new int[1];
sl = new ShaderLoader();
sl.loadShader(gl);
gl.glEnable(GL3.GL_DOUBLEBUFFER);
gl.glEnable(GL3.GL_MULTISAMPLE);
gl.glClearColor(1, 1, 1, 1);
gl.glGenTextures(1, pointer, 0);
multisampleTex = pointer[0];
gl.glGenBuffers(1, pointer, 0);
multisampleFbo = pointer[0];
gl.glGenRenderbuffers(1, pointer, 0);
multisampleRbo = pointer[0];
main.init(drawable);
gl.glGetIntegerv(GL3.GL_MAX_SAMPLES, pointer, 0);
System.out.println(pointer[0]);
}
@Override
public void dispose(GLAutoDrawable drawable) {
GL3 gl = drawable.getGL().getGL3();
sl.destroy(gl);
}
@Override
public void display(GLAutoDrawable drawable) {
// GL3 gl = new DebugGL3(drawable.getGL().getGL3());
GL3 gl = drawable.getGL().getGL3();
// drawable.setGL(gl);
gl.glClear(GL3.GL_COLOR_BUFFER_BIT);
gl.glBindFramebuffer(GL3.GL_FRAMEBUFFER, multisampleFbo);
gl.glClear(GL3.GL_COLOR_BUFFER_BIT);
main.render(drawable);
gl.glBindFramebuffer(GL3.GL_DRAW_FRAMEBUFFER, GL3.GL_NONE);
gl.glBindFramebuffer(GL3.GL_READ_FRAMEBUFFER, multisampleFbo);
checkGLError();
gl.glDrawBuffer(GL3.GL_BACK); // Throws GL_INVALID_OPERATION
checkGLError("OpenGL error at glDrawBuffer: 0x%h%n");
gl.glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
GL3.GL_COLOR_BUFFER_BIT, GL3.GL_NEAREST);
checkGLError();
}
@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width,
int height) {
GL3 gl = drawable.getGL().getGL3();
this.width = width;
this.height = height;
updateMultisampleObjects(gl);
gl.glViewport(0, 0, width, height);
updatePMatrix();
}
private void updateMultisampleObjects(GL3 gl) {
gl.glBindTexture(GL3.GL_TEXTURE_2D_MULTISAMPLE, multisampleTex);
gl.glTexImage2DMultisample(GL3.GL_TEXTURE_2D_MULTISAMPLE,
NUM_OF_SAMPLES, GL3.GL_RGBA8, width, height, true);
gl.glBindFramebuffer(GL3.GL_FRAMEBUFFER, multisampleFbo);
gl.glFramebufferTexture2D(GL3.GL_FRAMEBUFFER, GL3.GL_COLOR_ATTACHMENT0,
GL3.GL_TEXTURE_2D_MULTISAMPLE, multisampleTex, 0);
gl.glBindRenderbuffer(GL3.GL_RENDERBUFFER, multisampleRbo);
gl.glRenderbufferStorageMultisample(GL3.GL_RENDERBUFFER,
NUM_OF_SAMPLES, GL3.GL_DEPTH24_STENCIL8, width, height);
gl.glFramebufferRenderbuffer(GL3.GL_FRAMEBUFFER,
GL3.GL_DEPTH_STENCIL_ATTACHMENT, GL3.GL_RENDERBUFFER,
multisampleRbo);
}
另外,我知道我没有做过多次清理,但这不应该影响这个问题。
编辑:根据要求,这里是创建GLCanvas的代码:
glp = GLProfile.get("GL3");
caps = new GLCapabilities(glp);
caps.setDoubleBuffered(true);
canvas = new GLCanvas(caps);
canvas.setPreferredSize(new Dimension(800, 600));
canvas.addGLEventListener(glListener);
frame.add(canvas);
答案 0 :(得分:0)
我怀疑错误来自之前的通话。至少应该有很多错误,例如来自glBindFramebuffer()
电话之前的glDrawBuffer()
电话:
gl.glBindFramebuffer(GL3.GL_READ_FRAMEBUFFER, multisampleFbo);
checkGLError();
gl.glDrawBuffer(GL3.GL_BACK); // Throws GL_INVALID_OPERATION
checkGLError("OpenGL error at glDrawBuffer: 0x%h%n");
multisampleFbo
不是帧缓冲对象。它是这样创建的:
gl.glGenBuffers(1, pointer, 0);
multisampleFbo = pointer[0];
glGenBuffers()
创建缓冲区对象,而非 framebuffer 对象。要创建FBO,您需要致电glGenFramebuffers()
:
gl.glGenFramebuffers(1, pointer, 0);
multisampleFbo = pointer[0];