我有一个非常基本的片段着色器,我想将'gl_PrimitiveID'输出到我定义的片段缓冲区对象(FBO)。下面是我的片段着色器:
#version 150
uniform vec4 colorConst;
out vec4 fragColor;
out uvec4 triID;
void main(void)
{
fragColor = colorConst;
triID.r = uint(gl_PrimitiveID);
}
我设置了这样的FBO:
GLuint renderbufId0;
GLuint renderbufId1;
GLuint depthbufId;
GLuint framebufId;
// generate render and frame buffer objects
glGenRenderbuffers( 1, &renderbufId0 );
glGenRenderbuffers( 1, &renderbufId1 );
glGenRenderbuffers( 1, &depthbufId );
glGenFramebuffers ( 1, &framebufId );
// setup first renderbuffer (fragColor)
glBindRenderbuffer(GL_RENDERBUFFER, renderbufId0);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, gViewWidth, gViewHeight);
// setup second renderbuffer (triID)
glBindRenderbuffer(GL_RENDERBUFFER, renderbufId1);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB32UI, gViewWidth, gViewHeight);
// setup depth buffer
glBindRenderbuffer(GL_RENDERBUFFER, depthbufId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, gViewWidth, gViewHeight);
// setup framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, framebufId);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbufId0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, renderbufId1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthbufId );
// check if everything went well
GLenum stat = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(stat != GL_FRAMEBUFFER_COMPLETE) { exit(0); }
// setup color attachments
const GLenum att[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, att);
// render mesh
RenderMyMesh()
// copy second color attachment (triID) to local buffer
glReadBuffer(GL_COLOR_ATTACHMENT1);
glReadPixels(0, 0, gViewWidth, gViewHeight, GL_RED, GL_UNSIGNED_INT, data);
由于某些原因,glReadPixels给我一个'GL_INVALID_OPERATION'错误?但是,如果我将renderbufId1的内部格式从'GL_RGB32UI'更改为'GL_RGB'并且我在glReadPixels中使用'GL_FLOAT'而不是'GL_UNSIGNED_INT'那么一切正常。有谁知道为什么我得到'GL_INVALID_OPERATION'错误以及如何解决它?
是否有另一种输出'gl_PrimitiveID'的方法?
PS:我想输出'gl_PrimitiveID'的原因如下:Picking triangles in OpenGL core profile when using glDrawElements
答案 0 :(得分:3)
glReadPixels(0,0,gViewWidth,gViewHeight,GL_RED,GL_UNSIGNED_INT,data);
如上所述on the OpenGL Wiki,您需要在传输真实整数数据时使用GL_RED_INTEGER
。否则,OpenGL将尝试在其上使用浮点转换。
BTW,请确保您使用glBindFragDataLocation
设置片段着色器输出所使用的缓冲区。或者,如果您使用的是GLSL 3.30或更高版本,则可以set it up explicitly in the shader。