我正在嘗試使用Java和JOGL創建發光效果的幀緩衝區,但我遇到了問題。目前,我的目標是將具有紋理紋理的太空船模型渲染爲幀緩衝紋理,然後將幀緩衝紋理繪製爲三角形風扇四邊形。我用OpenGL 2.1和/或2.0以下運行是我產生幀緩衝,質地代碼:OpenGL Framebuffer呈現紋理不工作
private int createFrameBuffer(GL2GL3 gl) {
_frameBufferTextureId = GLHelper.makeTextureBuffer(gl, GL2GL3.GL_RGBA, _width/2, _height/2, 0, GL2GL3.GL_RGBA,
GL2GL3.GL_UNSIGNED_BYTE, GL2GL3.GL_TEXTURE_MIN_FILTER, GL2GL3.GL_TEXTURE_MIN_FILTER, GL2GL3.GL_REPEAT, null);
int frameBufferId = GLHelper.makeFrameBuffer(gl, _frameBufferTextureId, _width/2, _height/2);
return frameBufferId;
}
public static int makeTextureBuffer(GL2GL3 gl, int glEnumInternalFormat, int width, int height, int border,
int glEnumPixelFormat, int glEnumPixelType, int glEnumMinFilter, int glEnumMagFilter, int glEnumWrapMode,
File textureFile) {
ByteBuffer textureDataBuffer = null;
if (textureFile != null) {
String filePath = textureFile.getPath();
String extension = filePath.substring(filePath.lastIndexOf('.') + 1, filePath.length());
TextureData textureData = null;
try {
textureData = TextureIO.newTextureData(gl.getGLProfile(), textureFile, false, extension);
} catch (IOException e) {
throw new RuntimeException("Error reading texture");
}
textureDataBuffer = getProperlyFormattedBuffer(textureData);
}
IntBuffer texture = IntBuffer.allocate(1);
gl.glGenTextures(1, texture);
gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, texture.get(0));
gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MIN_FILTER, glEnumMinFilter);
gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MAG_FILTER, glEnumMagFilter);
gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_S, glEnumWrapMode);
gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_T, glEnumWrapMode);
gl.glTexImage2D(GL2GL3.GL_TEXTURE_2D, 0, glEnumInternalFormat, width, height, border, glEnumPixelFormat, glEnumPixelType,
textureDataBuffer);
gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, 0);
return texture.get(0);
}
public static int makeFrameBuffer(GL2GL3 gl, int textureBufferId, int width, int height) {
IntBuffer frameBuffer = IntBuffer.allocate(1);
gl.glGenFramebuffers(1, frameBuffer);
gl.glBindFramebuffer(GL2GL3.GL_FRAMEBUFFER, frameBuffer.get(0));
gl.glFramebufferTexture2D(GL2GL3.GL_FRAMEBUFFER, GL2GL3.GL_COLOR_ATTACHMENT0, GL2GL3.GL_TEXTURE_2D, textureBufferId, 0);
verifyFrameBuffer(gl);
gl.glBindFramebuffer(GL2GL3.GL_FRAMEBUFFER, 0);
return frameBuffer.get(0);
}
private void drawTextureQuad(GL2GL3 gl) {
_glowShader.bind(gl);
int textureLocation = _glowShader.getUniformFields().getIlluminationTextureLocation();
gl.glUniform1i(textureLocation, 0);
gl.glActiveTexture(GL2GL3.GL_TEXTURE0);
gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, _frameBufferTextureId);
int vertexLocation = _glowShader.getAttributeFields().getVertexLocation();
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _textureQuadId);
gl.glVertexAttribPointer(vertexLocation, 3, GL2GL3.GL_FLOAT, false, 0, 0);
gl.glEnableVertexAttribArray(vertexLocation);
int textureCoordLocation = _glowShader.getAttributeFields().getVertexTextureCoordinateLocation();
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _textureQuadCoordsId);
gl.glVertexAttribPointer(textureCoordLocation, 2, GL2GL3.GL_FLOAT, false, 0, 0);
gl.glEnableVertexAttribArray(textureCoordLocation);
gl.glDrawArrays(GL2GL3.GL_TRIANGLE_FAN, 0, 4);
_glowShader.unbind(gl);
}
在我的渲染循環,我做了以下內容:
_glowShader.bind(gl);// bind my Shader object.
gl.glUniformMatrix4fv(_glowShader.getUniformFields().getProjectionMatrixLocation(), 1, true, _projectionMatrix.getBuffer());
gl.glUniformMatrix4fv(_glowShader.getUniformFields().getModelViewMatrixLocation(), 1, true, _modelViewMat.getBuffer());
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, _framebufferId);
gl.glDrawBuffers(1, _frameBufferAttachmentss); //contains GL_COLOR_ATTACHMENT0
gl.glViewport(0, 0, _width/2, _height/2); // same size as texture
_spaceship.draw(gl, _glowShader);// draw method in my ModelObject class
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
_glowShader.unbind(gl);
drawTextureQuad(gl);
當我運行這個,我的四邊形是應該繪製的,但紋理全是黑色的。當我在渲染循環中註釋掉任何framebuffer綁定時,模型會按照它的原樣渲染,所以我知道我的着色器代碼沒有任何問題。當我用從文件加載的另一個紋理替換_frameBufferTextureId時,該紋理被正確繪製,所以我知道我的紋理座標正在工作,並且我的着色器代碼也是正確的。每當我綁定我的幀緩衝區,但我沒有得到任何我期望的。我也在驗證我的幀緩衝區,它是GL_FRAMEBUFFER_COMPLETE。
我讀過無數的教程和帖子在這裏stackoverflow,但我不能爲我的生活弄清楚我做錯了什麼。任何幫助將是偉大的!謝謝。
這可能沒關係,但是在createFrameBuffer中,看起來你會通過縮放過濾器兩次而不是放大過濾器。 – 2011-06-02 07:45:48
我愛你!對不起,如果這讓你不舒服,但這是我的問題的來源!我實際上應該從未傳過GL_TEXTURE_MIN_FILTER,因爲它們是glTexParameteri()方法中的目標,而不是參數。我將其更改爲GL_LINEAR作爲GL_TEXTURE_MIN_FILTER和GL_TEXTURE_MAX_FILTER目標,並且它非常完美! :D – Wagan8r 2011-06-02 17:22:04
啊,我不知道喬吉爾,所以我無法弄清楚過濾器是如何工作的,我想也許他們是全局設置的,並分配給GL_TEXTURE_MIN_FILTER。使你的修復更有意義;) – 2011-06-02 19:36:00