渲染成3D纹理

时间:2016-11-27 18:19:23

标签: c++ macos opengl 3d glsl

我想将一组点渲染成3D纹理。但不知怎的,我不写在里面。使用glGetTexImage()我每个条目只得到0。我将3D纹理存储在帧缓冲区中,并使用不同的渲染通道,我想从存储在帧缓冲区中的3D纹理中读出信息。

Initialization of the FrameBuffer.
glGenFramebuffers(1, &_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, _fbo);


glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_3D, texture);

glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);

glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, GRID_SIZE, GRID_SIZE, GRID_SIZE, 0, GL_RGBA, GL_FLOAT, NULL);

glFramebufferTexture3D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, texture, 0, 0);

if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
    std::cout << "FBO successfully loadet" << std::endl;
}else{
    std::cout << "FBO had en ERROR" << std::endl;
}

顶点着色器:

#version 330 core

layout (location = 0) in vec3 position;

void main(){

    gl_PointSize = 1.0;

    gl_Position = vec4(position,1.0);

}

片段着色器:

#version 330 core

out vec4 fragColor;

void main(){

    fragColor = vec4(1.0,1.0,1.0, 1.0);

}

在此之前,我尝试使用普通渲染过程并将这些点分别存储在3D纹理中。这似乎有效。但是现在使用帧缓冲区它只写0。

1 个答案:

答案 0 :(得分:1)

您可以使用计算着色器通过一次调用glDispatchCompute将所有点写入纹理3D:

  • 在SSBO或texture1D
  • 中写下要更新的点的3D坐标
  • 绑定您的SSBO / texture1D和您的texture3D
  • 绑定您的计算着色器,如下所示:

#version 430
layout (binding=0, rgba16i) readonly uniform iimage1D points
layout (binding=1, rgba16f) writeonly uniform image3D tex3D

void main()
{
    ivec3 point_coords = imageLoad(points, gl_GlobalInvocationID.x).xyz;
    imageStore(tex3D, point_coords, vec4(1.0,1.0,1.0, 1.0));
}
  • 调用glDispatchCompute(pointCount,0,0);
  • 调用glMemoryBarrier(),将param位域设置为你想要对texture3D做什么(当不确定GL_ALL_BARRIER_BITS是开始的好方法时)