是否有某种方法可以使OpenGL ES 3.0向所有活动的(按glDrawBuffers()
)FBO颜色附件广播单输出片段着色器的值?
如果可能的话,我想保持我的着色器大致不变,并避免多个layout
输出的重写要求:
layout( location = 0 ) out vec4 out_color0;
layout( location = 1 ) out vec4 out_color1;
layout( location = 2 ) out vec4 out_color2;
layout( location = 3 ) out vec4 out_color3;
void main()
{
out_color0 = vec4( 1.0, 0.2, 0.0, 1.0 );
out_color1 = vec4( 1.0, 0.2, 0.0, 1.0 );
out_color2 = vec4( 1.0, 0.2, 0.0, 1.0 );
out_color3 = vec4( 1.0, 0.2, 0.0, 1.0 );
}
...或输出数组:
out vec4 out_color[4];
void main()
{
out_color[0] = vec4( 1.0, 0.2, 0.0, 1.0 );
out_color[1] = vec4( 1.0, 0.2, 0.0, 1.0 );
out_color[2] = vec4( 1.0, 0.2, 0.0, 1.0 );
out_color[3] = vec4( 1.0, 0.2, 0.0, 1.0 );
}
这是我用于测试的程序,它(尝试)为所有四个FBO附件绘制一个红色三角形,然后将第三个附件放到默认的帧缓冲区中:
#include <glad/glad.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <cstdlib>
#include <cstdarg>
#include <iostream>
#include <vector>
struct Program
{
static GLuint Load( const char* shader, ... )
{
const GLuint prog = glCreateProgram();
va_list args;
va_start( args, shader );
while( shader )
{
AttachShader( prog, va_arg( args, GLenum ), shader );
shader = va_arg( args, const char* );
}
va_end( args );
glLinkProgram( prog );
CheckStatus( prog );
return prog;
}
private:
static void CheckStatus( GLuint obj )
{
GLint status = GL_FALSE;
if( glIsShader(obj) ) glGetShaderiv( obj, GL_COMPILE_STATUS, &status );
if( glIsProgram(obj) ) glGetProgramiv( obj, GL_LINK_STATUS, &status );
if( status == GL_TRUE ) return;
GLchar log[ 1 << 15 ] = { 0 };
if( glIsShader(obj) ) glGetShaderInfoLog( obj, sizeof(log), NULL, log );
if( glIsProgram(obj) ) glGetProgramInfoLog( obj, sizeof(log), NULL, log );
std::cerr << log << std::endl;
std::exit( EXIT_FAILURE );
}
static void AttachShader( GLuint program, GLenum type, const char* src )
{
const GLuint shader = glCreateShader( type );
glShaderSource( shader, 1, &src, NULL );
glCompileShader( shader );
CheckStatus( shader );
glAttachShader( program, shader );
glDeleteShader( shader );
}
};
const char* vert = 1 + R"GLSL(
#version 300 es
void main()
{
const vec2 verts[3] = vec2[3]
(
vec2( -0.5, -0.5 ),
vec2( 0.5, -0.5 ),
vec2( 0.0, 0.5 )
);
gl_Position = vec4( verts[ gl_VertexID ], 0.0, 1.0 );
}
)GLSL";
const char* frag = 1 + R"GLSL(
#version 300 es
precision mediump float;
out vec4 out_color;
void main()
{
out_color = vec4( 1.0, 0.2, 0.0, 1.0 );
}
)GLSL";
int main( int argc, char** argv )
{
glfwSetErrorCallback( []( int err, const char* desc )
{
std::cerr << "GLFW error: " << desc << std::endl;
} );
if( !glfwInit() )
return EXIT_FAILURE;
glfwWindowHint( GLFW_CLIENT_API, GLFW_OPENGL_ES_API );
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 0 );
glfwWindowHint( GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API );
GLFWwindow* window = glfwCreateWindow( 640, 480, "GLFW", NULL, NULL );
if( nullptr == window )
return EXIT_FAILURE;
glfwMakeContextCurrent( window );
glfwSwapInterval( 1 );
gladLoadGLES2Loader( (GLADloadproc)glfwGetProcAddress );
const GLuint prog = Program::Load( vert, GL_VERTEX_SHADER, frag, GL_FRAGMENT_SHADER, NULL );
glUseProgram( prog );
// init framebuffer attachments
std::vector< GLuint > textures( 4, 0 );
glGenTextures( 4, textures.data() );
for( size_t i = 0; i < textures.size(); ++ i )
{
glBindTexture( GL_TEXTURE_2D, textures[i] );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr );
}
GLuint rbDepth = 0;
glGenRenderbuffers(1, &rbDepth );
glBindRenderbuffer( GL_RENDERBUFFER, rbDepth );
glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32 );
// init FBO
GLuint fbo = 0;
glGenFramebuffers( 1, &fbo );
glBindFramebuffer( GL_FRAMEBUFFER, fbo );
for( size_t i = 0; i < textures.size(); ++ i )
{
glFramebufferTexture2D( GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i], 0 );
}
glFramebufferRenderbuffer( GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbDepth );
if( GL_FRAMEBUFFER_COMPLETE != glCheckFramebufferStatus( GL_FRAMEBUFFER ) )
{
std::cerr << "Incomplete framebuffer" << std::endl;
std::exit( EXIT_FAILURE );
}
while( !glfwWindowShouldClose( window ) )
{
glfwPollEvents();
// render to FBO
glBindFramebuffer( GL_FRAMEBUFFER, fbo );
GLenum bufs[] =
{
GL_COLOR_ATTACHMENT0 + 0,
GL_COLOR_ATTACHMENT0 + 1,
GL_COLOR_ATTACHMENT0 + 2,
GL_COLOR_ATTACHMENT0 + 3,
};
glDrawBuffers( 4, bufs );
glViewport( 0, 0, 32, 32 );
glClearColor( 0.0f, 0.6f, 1.0f, 1.f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glDrawArrays( GL_TRIANGLES, 0, 3 );
// switch back to default framebuffer & clear it with non-black color
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
GLenum defaultBuf = GL_BACK;
glDrawBuffers( 1, &defaultBuf );
glClearColor( 1.0f, 0.0f, 1.0f, 1.f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// blit a color attachment to the default framebuffer
glBindFramebuffer( GL_READ_FRAMEBUFFER, fbo );
glReadBuffer( GL_COLOR_ATTACHMENT0 + 2 );
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
glBlitFramebuffer( 0, 0, 32, 32, 0, 0, 640, 480, GL_COLOR_BUFFER_BIT, GL_LINEAR );
glfwSwapBuffers( window );
}
glfwMakeContextCurrent( NULL );
glfwDestroyWindow( window );
glfwTerminate();
return EXIT_SUCCESS;
}
在使用最新版本ANGLE的Windows 10计算机上,我获得了蓝色的透明色,但第三个附件没有三角形(“未定义”):
第一个附件很好:
答案 0 :(得分:2)
No such functionality exists in the API:
3)我们是否应该支持从gl_FragColor到所有gl_FragData [x]的广播 还是应该与gl_FragData [0]同义?
讨论:使用NV_draw_buffers,写入gl_FragColor会写入所有 启用的绘图缓冲区(即广播)。在OpenGL ES 3.0中使用时 ESSL 1.0,gl_FragColor等效于将单个输出写入 gl_FragData [0]和多个输出是不可能的。使用ESSL 3.0时, 只能使用用户定义的out变量。
如果支持广播,则某些实现可能必须替换 使用对所有可能的gl_FragData的复制写操作写入gl_FragColor 启用此扩展程序的位置。
已解决:写入gl_FragColor会广播为所有启用的颜色 缓冲区。使用ESSL 1.0的ES 3.0不支持广播,因为 ESSL 1.0未扩展为具有多个颜色输出(但这是 此扩展添加的内容)。 ESSL 3.0不支持广播,因为 它根本没有gl_FragColor变量,只有用户- 定义变量。此扩展将ESSL 1.0扩展为具有多个 颜色输出。从gl_FragColor广播到所有启用的颜色 缓冲区与现有的绘制缓冲区扩展最一致 日期(NV_draw_buffers和桌面GL)。