我有两个帧缓冲区,我正在渲染两个不同的对象。当我使用默认帧缓冲区时,我将两个对象渲染在同一个缓冲区上。
我希望这种行为在使用多个帧缓冲区时起作用!如何合并两个帧缓冲区并在顶部渲染获胜的片段(深度测试)!基本上就像 Photoshop 图层合并,但有深度测试!
我已经将单个帧缓冲区传输到默认帧缓冲区,但我不知道如何将两个帧缓冲区合并在一起!
注意:我对帧缓冲区有颜色和深度附件。
编辑:
好的。除了一件小事外,我几乎已经设置了渲染到四边形的工作。我的颜色缓冲区使用统一采样器正确发送到着色器,但我的深度值始终从深度缓冲区返回“0”。
这就是我在帧缓冲区中设置深度缓冲区的方式。
glGenFramebuffers(1, &_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
glGenTextures(1, &_cbo);
glGenTextures(1, &_dbo);
{
glBindTexture(GL_TEXTURE_2D, _cbo);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, dim.x, dim.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
{
glBindTexture(GL_TEXTURE_2D, _dbo);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, dim.x, dim.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
}
glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _cbo, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _dbo, 0);
这就是我将统一采样器发送到着色器的方式。
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,cbo1);
glUniform1i(glGetUniformLocation(QuadShader.Program, "color1"),0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, cbo2);
glUniform1i(glGetUniformLocation(QuadShader.Program, "color2"), 1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, dbo1);
glUniform1i(glGetUniformLocation(QuadShader.Program, "depth1"), 2);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, dbo2);
glUniform1i(glGetUniformLocation(QuadShader.Program, "depth2"), 3);
glBindVertexArray(BgVao);
glDrawArrays(GL_TRIANGLES, 0, 6);
这是我的着色器的外观:
uniform sampler2D color1;
uniform sampler2D color2;
uniform sampler2D depth1;
uniform sampler2D depth2;
out vec4 FragColor;
void main()
{
ivec2 texcoord = ivec2(floor(gl_FragCoord.xy));
vec4 depth1 = texelFetch(depth1, texcoord,0);
vec4 depth2 = texelFetch(depth2, texcoord,0);
if(depth1.z > depth2.z)
{
FragColor = texelFetch(color1, texcoord, 0);
}
else
{
FragColor = texelFetch(color2, texcoord, 0);
}
}