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我正在尝试渲染到 FBO,然后在 OpenGL / LWJGL 中进行筛选,结果很奇怪。

如果直接渲染到帧缓冲区,我的场景工作得很好,看起来像这样:

1

但是,当我渲染到 FBO,然后渲染到默认帧缓冲区上的四边形时,我得到了这个:

2

看起来图像中的所有颜色都以单一颜色平均,就好像用那个颜色清除了屏幕一样。

我的猜测是,四边形上的纹理采样有问题,但我无法弄清楚。

当我看到 glPolymode - GL_LINE 的边缘时,四边形显然就在那里。此外,当我移动游戏摄像机时,四边形上的单一颜色会发生变化,并且不知何故也反映了屏幕上最突出的颜色。所以也许你可以指出我可能显而易见的解决方案?我将在本文末尾放置一些我认为相关的代码。


这就是我设置小队顶点和 uv 坐标的方式。我对多维数据集使用相同的方法和父类,所以我知道这是可行的:

    vertices[0] = new Vertex(-1.0f,-1.0f,0.0f);
    vertices[0].setTexCoords(0.0f,0.0f);

    vertices[1] = new Vertex(-1.0f,1.0f,0.0f);
    vertices[1].setTexCoords(0.0f,1.0f);

    vertices[2] = new Vertex(1.0f,1.0f,0.0f);
    vertices[2].setTexCoords(1.0f,1.0f);

    vertices[3] = new Vertex(1.0f,-1.0f,0.0f);
    vertices[3].setTexCoords(1.0f,0.0f);

这就是我将它们绑定到vbos的方式:

    vaoID = GL30.glGenVertexArrays();
    GL30.glBindVertexArray(vaoID);
        //POSITION - LOCATION 0
        int vboID = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID);

        FloatBuffer buffer = BufferUtils.createFloatBuffer(vertices.length*3);
        buffer.put(getPositions());
        buffer.flip();

        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
        GL20.glVertexAttribPointer(0,  3,  GL11.GL_FLOAT, false, 0,0);
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

        buffer.clear();

       //... some code for color and normal, going into VBO location 1 and 2


        //TEX COORDS - LOCATION 3
        vboID = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID);

        buffer = BufferUtils.createFloatBuffer(vertices.length*2);
        buffer.put(getTexCoords());
        buffer.flip();

        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
        GL20.glVertexAttribPointer(3, 2,  GL11.GL_FLOAT, false, 0,0);
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

        buffer.clear();

这就是我在着色器中为四边形绑定属性位置的方式:

    protected void bindAttributes(){
       GL20.glBindAttribLocation(id, 0, "vertex_position");
       GL20.glBindAttribLocation(id, 3, "vertex_texCoord");
    }

这就是我渲染屏幕四边形的方式:

GL20.glUseProgram(presentShader.getProgramID());
    GL30.glBindVertexArray(screenQuad.getMesh(0).getVaoID());
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(3);

    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    //GL11.glBindTexture(GL11.GL_TEXTURE_2D, frameBufferTextureID);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, frameBufferTextureID);
    GL11.glDrawElements(GL11.GL_TRIANGLES, screenQuad.getMesh(0).getIndexCount(), GL11.GL_UNSIGNED_INT, 0);

    GL20.glDisableVertexAttribArray(3);
    GL20.glDisableVertexAttribArray(0);
    GL30.glBindVertexArray(0);
GL20.glUseProgram(0);

这是我的顶点和片段着色器:顶点:

#version 400 core

in vec2 vertex_position;
in vec2 vertex_texCoords;

out vec2 pass_texCoords;

void main(){

    gl_Position =  vec4(vertex_position.x, vertex_position.y, 0.0f, 1.0f);
    pass_texCoords = vertex_texCoords;
}

分段:

#version 400 core

in vec2 pass_texCoords;

out vec4 fragment_color;

uniform sampler2D screenTexture;

void main(){
    fragment_color = texture(screenTexture, pass_texCoords);
    //fragment_color  = vec4(0.3,0.3,0.3,1.0);

}

最后,这是我的渲染过程:prepare(); 绘制场景();展示();

使用这些功能:

public void prepare(){
        //FBO aktivieren, alles danach wird auf FBO-Textur gerendert
        GL11.glClearColor(0.0f,0.0f,0.0f, 1.0f); 
        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBufferID);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glEnable(GL11.GL_STENCIL_TEST);
        GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_REPLACE); 
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT |  GL11.GL_STENCIL_BUFFER_BIT);
    }

    public void present(){
        //Standard Framebuffer aktivieren
        GL11.glClearColor(1.0f,1.0f,1.0f, 1.0f);
        GL11.glDisable(GL11.GL_DEPTH_TEST);
        GL11.glDisable(GL11.GL_STENCIL_TEST);
        GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);


        GL20.glUseProgram(presentShader.getProgramID());
        GL30.glBindVertexArray(screenQuad.getMesh(0).getVaoID());
        GL20.glEnableVertexAttribArray(0);
        GL20.glEnableVertexAttribArray(3);

        GL13.glActiveTexture(GL13.GL_TEXTURE0);
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, frameBufferTextureID);
        GL11.glDrawElements(GL11.GL_TRIANGLES, screenQuad.getMesh(0).getIndexCount(), GL11.GL_UNSIGNED_INT, 0);

        GL20.glDisableVertexAttribArray(3);
        GL20.glDisableVertexAttribArray(0);
        GL30.glBindVertexArray(0);

        GL20.glUseProgram(0);
    }

编辑:也许我应该添加我如何设置 FBO:

private void linitializeFrameBuffer(int viewportWidth, int viewportHeight){
    //COLOR TEXTURE
    frameBufferID = GL30.glGenFramebuffers();
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBufferID); // GL_READ_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER, GL_FRAMEBUFFER

    frameBufferTextureID = GL11.glGenTextures();
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, frameBufferTextureID);   //GL_TEXTURE_1D, GL_TEXTURE2D, GL_TEXTURE3D
    FloatBuffer pixelBuffer;
    pixelBuffer = BufferUtils.createFloatBuffer(viewportWidth*viewportHeight*3);
    pixelBuffer.clear();
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, viewportWidth, viewportHeight, 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (java.nio.ByteBuffer) null);     
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR );
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR );
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);

    //Attach the new Texture to the framebuffer
    GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, frameBufferTextureID, 0);

    //DEPTH BUFFER
    depthBufferID = GL30.glGenRenderbuffers();
    GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBufferID);
    GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL30.GL_DEPTH24_STENCIL8, viewportWidth, viewportHeight);
    GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, 0);

    //Attach the new renderbuffer to the framebuffer
    GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_STENCIL_ATTACHMENT, GL30.GL_RENDERBUFFER, depthBufferID);


    if(GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE){
        System.out.println("ERROR::FRAMEBUFFER:: Framebuffer is not complete!");
    }
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); 
}
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2 回答 2

1

第一的,

GL30.glBindVertexArray(screenQuad.getMesh(0).getVaoID());
GL20.glEnableVertexAttribArray(0);
GL20.glEnableVertexAttribArray(3);

enableVertexAttribArray 应该在初始化 VAO 的函数中,而不是在渲染循环期间;)。那样的话, disableVertexAttribArray 是“无用的”。

其次,我对“绑定到工作”不太方便,因为直接状态访问是 OpenGL 核心的一部分。但是,我可以看到 2 个最终警告(即使我不太确定)

您将“内部格式”GL_RGB 提供给 glTexImage2D,如果我是您,我将使用 GL_RGB8。(我知道 GL_RGB 使用 glTexStorage 是不正确的,但也许可以将它与 GLTexImage2D 一起使用,启用 arb 调试输出以了解是否有错误)。

在将纹理发送到 frameBuffer 之前取消绑定(阅读文档后,应该没问题)。

您正在创建从未使用过的“pixelBuffer”。

最后,我在使用 Depth 和 Stencil 缓冲区时遇到了很多问题,尤其是在使用 renderBuffer 时。我建议您切换到纹理而不是 renderBuffer 并开始仅使用没有模板的 depthTexture 来“调试”您的程序。

编辑:正如 Djindjidj 所写,您在着色器中不尊重 vec2 / vec3

于 2016-09-06T12:05:52.280 回答
1

得到了解决方案。着色器中的纹理坐标称为in vec2 vertex_texCoords;

我将它们称为GL20.glBindAttribLocation(id, 3, "vertex_texCoord");

改变它来GL20.glBindAttribLocation(id, 3, "vertex_texCoords"); 完成这项工作。

于 2016-09-06T12:08:29.660 回答