我正在尝试使用渲染器。我想要的是将颜色缓冲区和普通缓冲区写入两个单独的纹理。我找到了那个部分。
然而,颜色缓冲区应该是两个纹理的组合。这应该可以解决问题:
glActiveTexture(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
g_Tex->Bind();
glActiveTexture(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
g_TexNormal->Bind();
g_Shader->Enable();
RenderScene();
g_Shader->Disable();
glActiveTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
这是片段着色器:(GLSL)
uniform sampler2D tex_diffuse;
uniform sampler2D tex_normal;
void main()
{
gl_FragColor = texture2D(tex_diffuse, gl_TexCoord[0].st);
//gl_FragColor = texture2D(tex_normal, gl_TexCoord[0].st);
}
然而,第二个纹理与第一个相同!无论哪个纹理附加到GL_TEXTURE0
,都是用于两个采样器的纹理。
初始化FBO:
glGenFramebuffersEXT(1, &g_FBOColor);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, g_FBOColor);
glGenTextures(1, &g_FBOTexColor);
glBindTexture(GL_TEXTURE_2D, g_FBOTexColor);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, g_FBOTexColor, 0);
glGenTextures(1, &g_FBOTexNormal);
glBindTexture(GL_TEXTURE_2D, g_FBOTexNormal);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, g_FBOTexNormal, 0);
glGenTextures(1, &g_FBOTexDepth);
glBindTexture(GL_TEXTURE_2D, g_FBOTexDepth);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, w, h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, g_FBOTexDepth, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
完整渲染部分:
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, g_FBOColor);
glPushAttrib(GL_VIEWPORT_BIT | GL_COLOR_BUFFER_BIT);
glViewport(
0, 0,
Window::GetSingleton()->GetWidth(), Window::GetSingleton()->GetHeight()
);
GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
glDrawBuffers(2, buffers);
//glReadBuffer(GL_COLOR_ATTACHMENT0_EXT | GL_COLOR_ATTACHMENT1_EXT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
g_Tex->Bind();
glActiveTexture(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
g_TexNormal->Bind();
g_Shader->Enable();
RenderScene();
g_Shader->Disable();
glActiveTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
glPopAttrib();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
提前致谢。
答案 0 :(得分:2)
好吧我明白了。 :)
我的纹理不起作用的原因是因为我没有设置统一的位置。固定代码:
g_Shader->Enable();
glActiveTexture(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
g_Tex->Bind();
glUniform1i(glGetUniformLocation(g_Shader->GetProgram(), "tex_diffuse"), 0);
glActiveTexture(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
g_TexNormal->Bind();
glUniform1i(glGetUniformLocation(g_Shader->GetProgram(), "tex_normal"), 1);
RenderScene();
glActiveTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
g_Shader->Disable();