我正在使用OpenGL着色器并尝试打印颜色值。
所以,我使用了glReadPixels
函数。它与GL_UNSIGNED_BYTE
合作,但不与GL_FLOAT
合作。
我还有什么其他的吗?
这是我的代码。
void settingFrameBuffers()
{
glGenFramebuffers(NUM_FBO, fbo);
glGenTextures(NUM_FBO, tex);
for (int i = 0; i < NUM_FBO; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
glBindTexture(GL_TEXTURE_2D, tex[i]);
if (i == 0) glActiveTexture(GL_TEXTURE0);
else if (i == 1) glActiveTexture(GL_TEXTURE1);
else if (i == 2) glActiveTexture(GL_TEXTURE2);
else if (i == 3) glActiveTexture(GL_TEXTURE3);
else if (i == 4) glActiveTexture(GL_TEXTURE4);
else if (i == 5) glActiveTexture(GL_TEXTURE5);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex[i], 0);
GLuint dbo;
glGenRenderbuffers(1, &dbo);
glBindRenderbuffer(GL_RENDERBUFFER, dbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, dbo);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
}
}
void printWholeMassToConsole()
{
GLfloat* data =new GLfloat[4 * width*height];
glBindFramebuffer(GL_FRAMEBUFFER, fbo[otFb]);
//glReadPixels(0, 0, width, height, GL_RGBA, GL_FLOAT, data);
glReadnPixels(0, 0, width, height, GL_RGBA, GL_FLOAT, sizeof(data), data);
float sumR = 0;
float sumG = 0;
float sumB = 0;
for (int i = 0; i < 4 * width*height; i += 4)
{
if (i > 0) break;
sumR += data[i];
sumG += data[i + 1];
sumB += data[i + 2];
}
float sum = sumR + sumG + sumB;
float possibleDiff = 3.0*width*height*0.5;
//if (abs(wholeMass - sum) <= possibleDiff) cout << "O - ";
//else cout << "X - ";
printf("mass : %d\t %d\t %d\t %d\n", sum, sumR, sumG, sumB);
free(data);
}
这是第一个着色器。
// vertex shader
#version 450
in vec4 position;
in vec2 texCoord;
out vec2 fragTexCoord;
void main()
{
gl_Position = position;
fragTexCoord = texCoord;
}
// fragment shader
#version 450
in vec2 fragTexCoord;
out vec4 FragColor;
void main()
{
FragColor = vec4(0.5, 0.0, 0.0, 1.0);
}
这是第二个着色器。
// vertex shader
#version 450
in vec4 position;
in vec2 texCoord;
out vec2 fragTexCoord;
void main()
{
gl_Position = position;
fragTexCoord = texCoord;
}
// fragment shader
#version 450
in vec2 fragTexCoord;
uniform sampler2D tex;
out vec4 FragColor;
void main()
{
FragColor = texture(tex, fragTexCoord);
}
它通过第一个着色器在otFb
framebuffer 上绘制内容,然后otFb
纹理映射到主帧缓冲区
当glReadPixels
与GL_FLOAT
一起使用时,程序会自动终止,当glReadnPixels
带有GL_FLOAT
时,程序会打印垃圾值。
我用了很多次搜索,但找不到解决方案。
或者我有什么不同的尝试方法吗?
答案 0 :(得分:-1)
尝试更改framebuffer绑定函数调用的第一个参数( printWholeMassToConsole 函数中的第二行代码),即:
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo[otFb]);
希望它有效。