我在OpenGL中遇到了一些麻煩,使渲染紋理示例工作。在初始化時,我生成了隨機值爲綠色和黑色的紋理「randtex」。如果我直接渲染這個紋理到窗口(映射到一個四邊形),它工作得很好。 這樣的: opengl渲染紋理只是看到一個黑色區域
但是,如果我使「randtex」到被連接到一個幀緩衝區對象,然後呈現在屏幕上的「特」只是給了我對FBO的藍色背景中的黑色圖像另一個紋理「TEX」並從我知道它應該給我在藍色背景的原始紋理。換句話說,這就是我正在得到的
vertex shader for display only(display_shaderp)。
#version 420
in vec4 pos;
in vec2 tex_coord;
out vec2 vtex_coord;
uniform mat4 projection;
uniform mat4 modelview;
void main(){
gl_Position = projection * modelview * pos;
vtex_coord = tex_coord;
}
片段着色器只用於顯示(display_shaderp)
#version 420
in vec2 vtex_coord;
uniform sampler2D tex;
out vec4 color;
void main(){
color = texture2D(tex, vtex_coord);
//color = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}
着色器程序編譯和鏈接好了,我沒有得到GL錯誤,幀緩衝區是不完整的錯誤了。 這是渲染代碼:
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, win_width, win_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0f, (GLfloat)win_width/(GLfloat) win_height, 0.1f, 50.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslate3f(0.0f, 0.0f, -3.0f)
// render to texture
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0,0, win_width, win_height);
glClearColor(0.0, 0.0, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(fbo_shaderp);
GLfloat m_matrix[16], p_matrix[16];
glGetFloatv(GL_MODELVIEW_MATRIX, m_matrix);
glGetFloatv(GL_PROJECTION_MATRIX, p_matrix);
glUniformMatrix4fv(glGetUniformLocation(fbo_shaderp, "modelview"),1,GL_FALSE,m_matrix);
glUniformMatrix4fv(glGetUniformLocation(fbo_shaderp, "projection"),1,GL_FALSE,p_matrix);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, randtex);
glUniform1i(glGetUniformLocation(fbo_shaderp, "tex"), randtex);
GLuint _p = glGetAttribLocation(fbo_shaderp, "pos");
GLuint _t = glGetAttribLocation(fbo_shaderp, "tex_coord");
glVertexAttribPointer(_p, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
glVertexAttribPointer(_t, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(sizeof(float)*3));
glEnableVertexAttribArray(_p);
glEnableVertexAttribArray(_t);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// render to the window
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0,0, win_width, win_height);
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(display_shaderp);
glUniformMatrix4fv(glGetUniformLocation(display_shaderp,"modelview"),1,GL_FALSE,m_matrix);
glUniformMatrix4fv(glGetUniformLocation(display_shaderp,"projection"),1,GL_FALSE,p_matrix);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glUniform1i(glGetUniformLocation(display_shaderp, "tex"), 0);
GLuint _p = glGetAttribLocation(display_shaderp, "pos");
GLuint _t = glGetAttribLocation(display_shaderp, "tex_coord");
glVertexAttribPointer (_p, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
glVertexAttribPointer (_t, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*) (sizeof(float) * 3));
glEnableVertexAttribArray(_p);
glEnableVertexAttribArray(_t);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
glUseProgram(0);
和代碼來創建紋理和幀緩存
int i = 0;
// create a random texture 'randtex'
glGenTextures(1, &randtex);
glBindTexture(GL_TEXTURE_2D, randtex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// random data
GLubyte* data = (GLubyte *) malloc(width*height*4*sizeof(GLubyte));
GLubyte val;
for (i = 0; i < width * height * 4; i+=4){
if ((double)rand()/(double)RAND_MAX > 0.8)
val = 255;
else
val = 0;
data[i] = 0;
data[i+1] = val;
data[i+2] = 0;
data[i+3] = 255;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,GL_UNSIGNED_BYTE, data);
// create an empty texture 'tex'
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,GL_UNSIGNED_BYTE, 0);
// create framebuffer and attach 'tex'
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D, tex, 0);
GLenum status;
if ((status = glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE)
fprintf(stderr, "glCheckFramebufferStatus: error %p", status);
着色器渲染到紋理(fbo_shaderp)
紋理渲染頂點着色器
in vec4 pos;
in vec2 tex_coord;
out vec2 vtex_coord;
uniform mat4 projection;
uniform mat4 modelview;
void main(){
gl_Position = projection * modelview * pos;
vtex_coord = tex_coord;
}
渲染到紋理片段着色器
#version 420
in vec2 vtex_coord;
layout(location = 0) out vec4 color;
uniform sampler2D tex;
void main(){
color = texture2D(tex, vtex_coord);
//color = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}
在這最後的着色器,如果我使用註釋行畫全白和註釋掉 質感之一,我得到一個白色圖像也OpenGL的錯誤渲染到紋理「的OpenGL的錯誤之後:無效價值「,所以這實際上讓我更加困惑。
爲什麼你設置你的投影和模型視圖矩陣,然後忽略它們在你的頂點着色器? – genpfault
@genpfault是的我實際上錯過了矩陣操作,現在我已經添加了它們。儘管如此,問題仍然存在,我添加了截圖以獲得更好的解釋。 – labotsirc