我正在尝试将路径跟踪器移植到 GLSL,为此我需要修改着色器示例程序以使用纹理作为帧缓冲区而不是后缓冲区。
这是顶点片段
#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);
}
这是设置代码
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]);
这是运行时代码
// 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);
但是当我检查从 GetTexImage 返回的像素时,它们是黑色的。当我在另一个传输着色器中绑定这个纹理时,它们仍然是黑色的。我怀疑我在渲染缓冲区的设置代码中遗漏了一些东西,如果您有任何建议,我将不胜感激!