我正在尝试使用帧缓冲区制作后期处理着色器。但是当我尝试在着色器中对纹理进行采样时,它没有做任何事情。
一旦我评论该行(在片段着色器中)
vec4 textureColour = texture(screenTexture, textureCoords);
一切都有效了
FrameBuffer.java
package postprocessing;
import java.nio.ByteBuffer;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL14;
import org.lwjgl.opengl.GL30;
import org.lwjgl.opengl.GL32;
public class FrameBuffer {
protected static final int WIDTH = Display.getWidth();
private static final int HEIGHT = Display.getHeight();
private int framebuffer;
private int texture;
private int depthBuffer;
private int depthTexture;
public FrameBuffer()
{
initialise();
}
public void cleanUp()
{
GL30.glDeleteFramebuffers(framebuffer);
GL11.glDeleteTextures(texture);
GL30.glDeleteRenderbuffers(depthBuffer);
GL11.glDeleteTextures(depthTexture);
}
public int getTexture()
{
return texture;
}
public int getDepthTexture()
{
return depthTexture;
}
private void initialise()
{
framebuffer = createFrameBuffer();
texture = createTextureAttachment(WIDTH, HEIGHT);
depthBuffer = createDepthBufferAttachment(WIDTH, HEIGHT);
depthTexture = createDepthTextureAttachment(WIDTH, HEIGHT);
unbindCurrentFrameBuffer();
}
public void bindFrameBuffer(){
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);//To make sure the texture isn't bound
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer);
GL11.glViewport(0, 0, WIDTH, HEIGHT);
}
public void unbindCurrentFrameBuffer() {//call to switch to default frame buffer
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
}
private int createFrameBuffer() {
int frameBuffer = GL30.glGenFramebuffers();
//generate name for frame buffer
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBuffer);
//create the framebuffer
GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0);
//indicate that we will always render to color attachment 0
return frameBuffer;
}
private int createTextureAttachment( int width, int height) {
int texture = GL11.glGenTextures();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, width, height,
0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0,
texture, 0);
return texture;
}
private int createDepthTextureAttachment(int width, int height){
int texture = GL11.glGenTextures();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL14.GL_DEPTH_COMPONENT32, width, height, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, texture, 0);
return texture;
}
private int createDepthBufferAttachment(int width, int height) {
int depthBuffer = GL30.glGenRenderbuffers();
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBuffer);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL11.GL_DEPTH_COMPONENT, width,
height);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT,
GL30.GL_RENDERBUFFER, depthBuffer);
return depthBuffer;
}
}
FrameBufferShader.java
package postprocessing;
import shaders.ShaderProgram;
public class FrameBufferShader extends ShaderProgram {
private static final String VERTEX_FILE = "src/postprocessing/vertexShader.txt";
private static final String FRAGMENT_FILE = "src/postprocessing/fragmentShader.txt";
private int location_texture;
private int location_depthMap;
public FrameBufferShader()
{
super(VERTEX_FILE, FRAGMENT_FILE);
}
@Override
protected void getAllUniformLocations()
{
bindAttributes(0, "position");
}
@Override
protected void bindAttributes()
{
location_texture = super.getUniformLocation("screenTexture");
location_depthMap = super.getUniformLocation("depthMap");
}
public void connectTextureUnits()
{
super.loadInt(location_texture, 0);
super.loadInt(location_depthMap, 1);
}
}
FrameBufferRenderer.java
package postprocessing;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
import models.RawModel;
import renderEngine.Loader;
public class FrameBufferRenderer {
private RawModel quad;
private FrameBufferShader shader;
private FrameBuffer fbo;
public FrameBufferRenderer(Loader loader, FrameBufferShader shader, FrameBuffer fbo)
{
this.fbo = fbo;
this.shader = shader;
setUpVAO(loader);
shader.start();
shader.connectTextureUnits();
shader.stop();
}
public void render()
{
prepareRender();
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, quad.getVertexCount());
unbind();
}
private void prepareRender()
{
shader.start();
GL30.glBindVertexArray(quad.getVaoID());
GL20.glEnableVertexAttribArray(0);
GL13.glActiveTexture(GL13.GL_TEXTURE0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.getTexture());
GL13.glActiveTexture(GL13.GL_TEXTURE1);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.getDepthTexture());
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
}
private void unbind()
{
GL11.glDisable(GL11.GL_BLEND);
GL20.glDisableVertexAttribArray(0);
GL30.glBindVertexArray(0);
shader.stop();
}
private void setUpVAO(Loader loader) {
float[] vertices = { -1, -1, 1, -1, 1, 1, -1, 1 };
quad = loader.loadtoVAO(vertices, 2);
}
}
顶点着色器
#version 400
in vec2 position;
void main()
{
gl_Position = vec4(position.x, position.y, 0.0, 1.0);
}
片段着色器
#version 400
in vec2 textureCoords;
out vec4 outColor;
uniform sampler2D screenTexture;
uniform sampler2D depthTexture;
void main()
{
vec4 textureColour = texture(screenTexture, textureCoords);
outColor = vec4(1.0, 1.0, 1.0, 1.0);
}
答案 0 :(得分:1)
您无法在着色器中对目标纹理进行采样。
您可以做的是制作一个新纹理,并将其作为上一步的目标纹理,并将其用作当前步骤中的普通纹理。