如何将FBO的文本附件绘制到默认帧缓冲区?

问题描述

我想使用片段着色器输出到FBO,然后将其纹理附件绘制到认帧缓冲区。最终,我希望能够输出一个FBO,然后使用另一个着色器将其传递到另一个FBO,依此类推。但是我认为让它在认的帧缓冲区上工作是一个不错的第一步,特别是对于调试着色器的输出

我不确定自己在做什么错,并且我已经设置了一个小程序来演示它。它与learnopengl.com上完整示例的代码大致相同: https://learnopengl.com/Getting-started/Textures

程序绑定到FBO,然后使用着色器在单击鼠标的位置绘制一个点。如果未单击,则会将其绘制到认位置。然后它将绑定到认的帧缓冲区,并使用另一个着色器(assign.frag.glsl)绘制FBO的纹理附件。

无论如何,这就是我想要的...问题是我只是得到了黑屏,好像从未写入FBO的纹理附件,或者某种程度上未将其绑定到着色器中的统一sampler2D上。如果我注释掉“ assignProgram.use();”行,然后看到用鼠标单击的点。这让我感到惊讶,因为光标着色器的输出发送到了FBO ...但是我在认帧缓冲区中看到了它。即使当我注释掉“ glBindTexture(GL_TEXTURE_2D,tex0);”时,我仍然可以看到圆点。

这里是顶点着色器(即使我不在程序中,也会出现问题):

#version 330 core
layout (location = 0) in vec3 aPos;

void main()
{
    gl_Position = vec4(aPos,1.0);
}

光标点着色器:

#version 330 core

uniform vec2 cursor;
uniform float rdx;

out vec4 FragColor;

void main()
{

    float distance = distance(cursor,gl_FragCoord.xy) * rdx;
    distance = step(0.02,distance);
    vec3 colour = vec3(distance);

    FragColor = vec4(colour,1.0f);
}

工作分配着色器:

#version 330 core

uniform sampler2D mytexture;
uniform float rdx;

out vec4 FragColor;

void main()
{
    FragColor = texture2D(mytexture,gl_FragCoord.xy);
    FragColor.a = 1.0f;
}

以及C ++代码

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <learnopengl/shader_s.h>

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window,int width,int height);
void processInput(GLFWwindow* window);

// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 800;

int main()
{
    // glfw: initialize and configure
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MInor,3);
    glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);

    // glfw window creation
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH,SCR_HEIGHT,"LearnopenGL",NULL,NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window,framebuffer_size_callback);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    Shader cursorProgram("default.vert.glsl","cursor.frag.glsl"); // you can name your shader files however you like
    Shader assignProgram("default.vert.glsl","assign.frag.glsl"); // you can name your shader files however you like

    float vertices[] = {
       1.f,1.f,0.0f,// top right
        1.f,-1.f,// bottom right
        -1.f,// bottom left
        -1.f,// top left 
    };

    unsigned int indices[] = {  // note that we start from 0!
        0,1,3,// first triangle
        1,2,3    // second triangle
    };

    unsigned int VBO,VAO,EBO;
    glGenVertexArrays(1,&VAO);
    glGenBuffers(1,&VBO);
    glGenBuffers(1,&EBO); 

    // bind the Vertex Array Object first,then bind and set vertex buffer(s),and then configure vertex attributes(s).
    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER,VBO);
    glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indices),indices,GL_STATIC_DRAW);

    // position attribute
    glVertexAttribPointer(0,GL_FLOAT,GL_FALSE,3 * sizeof(float),(void*)0);
    glEnabLevertexAttribArray(0);

    glBindVertexArray(0);

    unsigned int tex0,fbo0;

    glGenTextures(1,&tex0);
    glBindTexture(GL_TEXTURE_2D,tex0);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);

    glGenFramebuffers(1,&fbo0);
    glBindFramebuffer(GL_FRAMEBUFFER,fbo0);
    glTexImage2D(GL_TEXTURE_2D,GL_RGBA,SCR_WIDTH,GL_UNSIGNED_BYTE,nullptr);
    glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,tex0,0);
    glViewport(0,SCR_HEIGHT);
    glClearColor(0.f,0.f,0.f);
    glClear(GL_COLOR_BUFFER_BIT);
    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
        std::cout << "uh oh :(" << std::endl;


    glBindFramebuffer(GL_FRAMEBUFFER,0);

    float rdx = 1.f / SCR_WIDTH;

    while (!glfwWindowShouldClose(window))
    {
        // input
        processInput(window);


        // Draw to FBO
        glBindFramebuffer(GL_FRAMEBUFFER,fbo0);
        GLenum targets[1] = { GL_COLOR_ATTACHMENT0 };
        glDrawBuffers(1,&targets[0]);

        cursorProgram.use();
        cursorProgram.setFloat("rdx",rdx);
        
        if (glfwGetMouseButton(window,GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
        {
            double x = 0,y = 0;
            glfwGetCursorPos(window,&x,&y);
            cursorProgram.setVec2("cursor",(float)x,SCR_HEIGHT - (float)y);
        }
        else
        {
            cursorProgram.setVec2("cursor",0.f);
        }

        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0);


        // Draw fbo0 to default buffer
        glBindFramebuffer(GL_FRAMEBUFFER,0);
        assignProgram.use();
        assignProgram.setFloat("rdx",rdx);
        assignProgram.setInt("mytexture",0);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D,tex0);

        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES,0);

        Sleep(16);

        // glfw: swap buffers and poll IO events (keys pressed/released,mouse moved etc.)
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    glDeleteVertexArrays(1,&VAO);
    glDeleteBuffers(1,&VBO);

    // glfw: terminate,clearing all prevIoUsly allocated GLFW resources.
    glfwTerminate();
    return 0;
}

void processInput(GLFWwindow* window)
{
    if (glfwGetKey(window,GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetwindowShouldClose(window,true);
}

void framebuffer_size_callback(GLFWwindow* window,int height)
{
    glViewport(0,width,height);
}

解决方法

您必须通过glTexParameter设置纹理最小化功能(GL_TEXTURE_MIN_FILTER):

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);

如果您没有生成mipmaps(使用glGenerateMipmap),则设置GL_TEXTURE_MIN_FILTER很重要。由于默认过滤器为GL_NEAREST_MIPMAP_LINEAR,因此如果您未将最小化功能更改为GL_NEARESTGL_LINEAR,则纹理将为“ Mipmap Incomplete”。


您错过了在作业着色器中将gl_FragCoord.xy乘以rdx

FragColor = texture2D(mytexture,gl_FragCoord.xy);

FragColor = texture2D(mytexture,gl_FragCoord.xy * rdx);