问题描述
我正在按照以下着色器创建模糊。
OpenGL es 2.0 Gaussian blur on triangle
首先我生成帧缓冲区。
glGenTextures(2,texObj);
glGenFramebuffers(2,fbObj);
glActiveTexture(GL_TEXTURE0);
for (int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D,texObj[i]);
glTexImage2D(GL_TEXTURE_2D,GL_RGBA8,1920,1080,GL_RGBA,GL_UNSIGNED_BYTE,NULL);
glGenerateMipmap(GL_TEXTURE_2D);
glBindFramebuffer(GL_FRAMEBUFFER,fbObj[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,texObj[i],0);
GLuint renderbuffer;
glGenRenderbuffers(1,&renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER,renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT24,1080);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,renderbuffer);
}
glBindTexture(GL_TEXTURE_2D,0);
glBindFramebuffer(GL_FRAMEBUFFER,0);
比我遵循这些步骤。
// first create a image of the scene
GLint drawFrameBuffer;
glGetIntegerv(GL_FRAMEBUFFER_BINDING,&drawFrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER,fbObj[0]);
ResourceManager::GetShader("BasicShader").Use();
//ResourceManager::GetShader("BasicShader").SetInteger("UseColorMap",false);
glDisable(GL_DEPTH_TEST);
glClearColor(0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT );
geom->draw();
// Set the Blur in X direction
glBindFramebuffer(GL_FRAMEBUFFER,fbObj[1]);
ResourceManager::GetShader("shaderTest").Use();
// Set the blur shader properties
ResourceManager::GetShader("shaderTest").SetFloat("u_sigma",intensity);
ResourceManager::GetShader("shaderTest").SetFloat("u_radius",blur);
ResourceManager::GetShader("shaderTest").SetVector2f("u_dir",glm::vec2(1.0,0.0));
ResourceManager::GetShader("shaderTest").SetVector2f("u_textureSize",glm::vec2(1920.0,1080.0));
glClearColor(0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D,texObj[0]);
glGenerateMipmap(GL_TEXTURE_2D);
drawFullScreenQuad();
// Set the Blur in Y direction
glBindFramebuffer(GL_FRAMEBUFFER,fbObj[0]);
ResourceManager::GetShader("shaderTest").Use();
// Set the blur shader properties
ResourceManager::GetShader("shaderTest").SetFloat("u_sigma",glm::vec2(0.0,1.0));
ResourceManager::GetShader("shaderTest").SetVector2f("u_textureSize",1080.0));
glClearColor(0.0,texObj[1]);
glGenerateMipmap(GL_TEXTURE_2D);
drawFullScreenQuad();
// Render the result to full screen.
glBindFramebuffer(GL_FRAMEBUFFER,drawFrameBuffer);
glClearColor(0.0,0.0);
glEnable(GL_DEPTH_TEST);
glActiveTexture(GL_TEXTURE0);
ResourceManager::GetShader("Screen").Use();
glBindTexture(GL_TEXTURE_2D,texObj[0]);
glGenerateMipmap(GL_TEXTURE_2D);
drawFullScreenQuad();
ResourceManager::GetShader("BasicShader").Use();
这些是着色器。
#version 430 core
layout (location = 0) in vec2 aPos;
out vec2 pos;
void main()
{
pos = aPos;
gl_Position = vec4(aPos,1.0);
}
///////////////////////////////////////////////// //////////////////////////////////////////////////// ///////
#version 330 core
out vec4 FragColor;
in vec2 pos;
// texture sampler
uniform sampler2D u_texture;
uniform vec2 u_textureSize;
uniform float u_sigma;
uniform float u_radius;
uniform vec2 u_dir;
float CalcGauss( float x,float sigma)
{
if( sigma <= 0.0 )
return 0.0;
return exp( -(x * x) / ( 2.0 * sigma)) / ( 2.0 * 3.14157 * sigma);
}
void main()
{
vec2 texC = pos.st * 0.5 + 0.5;
vec4 texCol = texture2D( u_texture,texC );
vec4 gaussCol = vec4( texCol.rgb,1.0 );
vec2 step = u_dir / u_textureSize;
float weight;
for ( int i = 1; i <= 16; ++ i )
{
weight = CalcGauss( float(i) / 16.0,u_sigma * 0.5 );
if ( weight < 1.0/255.0 )
break;
texCol = texture2D( u_texture,texC + u_radius * step * float(i) );
gaussCol += vec4( texCol.rgb * weight,weight );
texCol = texture2D( u_texture,texC - u_radius * step * float(i) );
gaussCol += vec4( texCol.rgb * weight,weight );
}
gaussCol.rgb = clamp( gaussCol.rgb / gaussCol.w,1.0 );
FragColor = vec4( gaussCol.rgb,1.0 );
}
当u_radius和u_sigma的值为1时,模糊是平滑的。
当u_sigma为10且u_radius为30时,模糊看起来像这样。
由于该示例使用的是webgl,而我使用的是Opengl,结果会有所不同吗?
Rabbid76给出的值之后的新图像。
解决方法
在着色器的实现中, sigma 的值必须在[0.0,1.0]范围内。 半径为30似乎很大。以u_sigma = 0.5
和u_radius = 10
开头。
由于Alpha通道的计算错误,着色器效果仍然看起来不正确。
您已经从WebGL复制了着色器。默认情况下,WebGL使用premultiplied alpha,但您的桌面应用程序则不使用。参见Straight versus premultiplied。
跳过颜色通道的加权和除以alpha通道的加权和:
gaussCol.rgb = clamp( gaussCol.rgb / gaussCol.w,0.0,1.0 );
gaussCol.rgb = clamp(gaussCol.rgb,1.0);