我想将我的自定义帧缓冲区的颜色附件放入计算机着色器中,以进行简单的图像处理,但是我只得到了黑屏。 这是我的示例代码
创建颜色附件
glGenFramebuffers(1, &this->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, this->fbo);
glGenTextures(1, &this->textureColorBuffer);
glBindTexture(GL_TEXTURE_2D, this->textureColorBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, this->width(), this->height(), 0,
GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
this->textureColorBuffer, 0);
编译和链接着色器
cshader = glCreateShader(GL_COMPUTE_SHADER);
const char *csSrc[] = {
"#version 440\n",
"layout (binding = 0, rgba32f) uniform image2D destTex;\
layout (binding = 1, rgba32f) uniform image2D sourceTex;\
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;\
void main() {\
vec4 texel;\
ivec2 storePos = ivec2(gl_GlobalInvocationID.xy);\
texel = imageLoad(sourceTex, storePos);\
texel = vec4(1.0) - texel;\
imageStore(destTex, storePos, texel);\
}"
};
glShaderSource(cshader, 2, csSrc, NULL);
glCompileShader(cshader);
cshaderprogram = glCreateProgram();
glAttachShader(cshaderprogram, cshader);
glLinkProgram(cshaderprogram);
调用Shader并将纹理绘制到四边形。该着色器是一种简单的颜色切换着色器,用于测试。
glUseProgram(cshaderprogram);
glUniform1i(0, 0);
glActiveTexture(GL_TEXTURE0);
glBindImageTexture(0, outputTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY,
GL_RGBA32F);
glActiveTexture(GL_TEXTURE1);
glBindImageTexture(0, textureColorBuffer, 0, GL_FALSE, 0, GL_READ_ONLY,
GL_RGBA32F);
glUniform1i(1, 1);
glDispatchCompute(width() / 16, height() / 16, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
screenProgram.bind();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindVertexArray(screenVao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, outputTexture);
glDrawArrays(GL_TRIANGLES, 0, 6);
我能够正确地将textureColorBuffer渲染为四边形,并且可以写入纹理。我认为我不知道如何从帧缓冲区读取问题。
希望您能帮助我。如果还有问题,请问。
答案 0 :(得分:1)
sourceTex
的绑定点是1而不是0:
layout (binding = 1, rgba32f) uniform image2D sourceTex;
所以您必须将纹理绑定到图像单元1
glBindImageTexture( 1, // <------- 1 instead of 0
textureColorBuffer, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
请注意,Images units和Texture units是不同的东西。
当然,您也可以在渐变着色器中使用均匀的纹理采样器。如果destTex
和sourceTex
的大小相同,则可以将texelFetch
与gl_GlobalInvocationID
一起使用,以查找sourceTex
:
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
layout (binding = 0, rgba32f) uniform image2D destTex;
layout (binding = 0) uniform sampler2D sourceTex;
void main()
{
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
vec4 texel = texelFetch(sourceTex, pos, 0);
texel = vec4(1.0) - texel;
imageStore(destTex, pos, texel);
}
在上面的代码段中,图像单元0用于destTex
,纹理单元0用于sourceTex
。
顺便说一句,您确定要这么做
texel = vec4(1.0) - texel;
请注意,如果texel
的alpha通道为1.0,它将完全透明。