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我試圖將一個pathtracer移植到GLSL,並且爲此我需要修改着色器示例程序以使用紋理作爲幀緩衝而不是後臺緩衝。SharpGL和RenderBuffer
這是頂點片段
#version 130
out vec2 texCoord;
// https://rauwendaal.net/2014/06/14/rendering-a-screen-covering-triangle-in-opengl/
void main()
{
float x = -1.0 + float((gl_VertexID & 1) << 2);
float y = -1.0 + float((gl_VertexID & 2) << 1);
texCoord.x = x;
texCoord.y = y;
gl_Position = vec4(x, y, 0, 1);
}
這是設置代碼
gl.GenFramebuffersEXT(2, _FrameBuffer);
gl.BindFramebufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, _FrameBuffer[0]);
gl.GenRenderbuffersEXT(2, _RaytracerBuffer);
gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, _RaytracerBuffer[0]);
gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_RGBA32F, (int)viewport[2], (int)viewport[3]);
這是運行時代碼
// Get a reference to the raytracer shader.
var shader = shaderRayMarch;
// setup first framebuffer (RGB32F)
gl.BindFramebufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, _FrameBuffer[0]);
gl.Viewport((int)viewport[0], (int)viewport[1], (int)viewport[2], (int)viewport[3]); //0,0,width,height)
gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_COLOR_ATTACHMENT0_EXT, OpenGL.GL_RENDERBUFFER_EXT, _RaytracerBuffer[0]);
gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_DEPTH_ATTACHMENT_EXT, OpenGL.GL_RENDERBUFFER_EXT, 0);
uint [] DrawBuffers = new uint[1];
DrawBuffers[0] = OpenGL.GL_COLOR_ATTACHMENT0_EXT;
gl.DrawBuffers(1, DrawBuffers);
shader.Bind(gl);
shader.SetUniform1(gl, "screenWidth", viewport[2]);
shader.SetUniform1(gl, "screenHeight", viewport[3]);
shader.SetUniform1(gl, "fov", 40.0f);
gl.DrawArrays(OpenGL.GL_TRIANGLES, 0, 3);
shader.Unbind(gl);
int[] pixels = new int[(int)viewport[2]*(int)viewport[3]*4];
gl.GetTexImage(_RaytracerBuffer[0], 0, OpenGL.GL_RGBA32F, OpenGL.GL_INT, pixels);
但是,當我檢查從回來的像素GetTexImage它們是黑色的。當我在另一個轉移着色器中綁定這個紋理時,它們仍然是黑色的。我懷疑我在渲染緩衝區的設置代碼中缺少一些東西,並希望您有任何建議!
謝謝你。 FramebufferTexture2D是我所追求的。最後得到了基礎知識並運行。 :) – Dom