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試圖實現渲染到紋理

[英]Trying to implement Render to Texture

我在使用OpenGL 3實現渲染到紋理時遇到了麻煩。

我的問題是渲染到幀緩沖區后,看起來渲染的對象變形,這可能意味着某處發生了不良的轉換。 這沒有意義,因為當使用我的幀緩沖區時對象渲染得很好(參見帖子的底部)。

目前的結果如下:

目前的結果http://k.minus.com/jZVgUuLYRtapv.jpg

預期的結果就是這個(或類似的,這只是GIMP): 預計http://k.minus.com/jA5rLM8lmXQYL.jpg

因此,它暗示我在幀緩沖區設置代碼或其他地方做錯了。 但我看不清楚。


FBO通過以下功能設置:

unsigned int fbo_id;
unsigned int depth_buffer;
int m_FBOWidth, m_FBOHeight;
unsigned int m_TextureID;

void initFBO() {
    m_FBOWidth = screen_width;
    m_FBOHeight = screen_height;

    glGenRenderbuffers(1, &depth_buffer);
    glBindRenderbuffer(GL_RENDERBUFFER, depth_buffer);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_FBOWidth, m_FBOHeight);

    glGenTextures(1, &m_TextureID);
    glBindTexture(GL_TEXTURE_2D, m_TextureID);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_FBOWidth, m_FBOHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    glBindTexture(GL_TEXTURE_2D, 0);

    glGenFramebuffers(1, &fbo_id);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_id);

    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_buffer);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TextureID, 0);

    assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

這是我的繪圖框代碼,它只需要一個轉換矩陣並調用相應的函數。 P的當前值是投影矩陣,以及視圖矩陣(V)的單位矩陣。

void drawBox(const Matrix4& M) {
    const Matrix4 MVP = M * V * P;

    if (boundshader) {
        glUniformMatrix4fv((*boundshader)("MVP"), 1, GL_FALSE, &MVP[0]);
    }

    glBindVertexArray(vaoID);
    glDrawElements(GL_TRIANGLES, sizeof(cube.polygon)/sizeof(cube.polygon[0]), GL_UNSIGNED_INT, 0);
}

void drawStaticBox() {
    Matrix4 M(1);
    translate(M, Vector3(0,0,-50));

    drawBox(M);
}

void drawRotatingBox() {
    Matrix4 M(1);
    rotate(M, rotation(Vector3(1, 0, 0), rotation_x));
    rotate(M, rotation(Vector3(0, 1, 0), rotation_y));
    rotate(M, rotation(Vector3(0, 0, 1), rotation_z));
    translate(M, Vector3(0,0,-50));

    drawBox(M);
}

並且GLUT調用顯示功能。

void OnRender() {
    /////////////////////////////////////////
    // Render to FBO

    glClearColor(0, 0, 0.2f,0);

    glBindFramebuffer(GL_FRAMEBUFFER, fbo_id);
    glViewport(0, 0, m_FBOWidth, m_FBOHeight);
    glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
    GL_CHECK_ERRORS

    colorshader.Use();
    boundshader = &colorshader;

    drawRotatingBox();

    colorshader.UnUse();

    /////////////////////////////////////////
    // Render to Window

    glClearColor(0, 0, 0, 0);

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    glViewport(0, 0, screen_width, screen_height);
    glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
    GL_CHECK_ERRORS

    texshader.Use();
    boundshader = &texshader;

    glBindTexture(GL_TEXTURE_2D, m_TextureID);
    drawStaticBox();

    texshader.UnUse();

    // Swap le buffers
    glutSwapBuffers();
}

並且...強制紋理着色器代碼

頂點

#version 330

in vec2 vUV;
in vec3 vVertex;
smooth out vec2 vTexCoord;

uniform mat4 MVP;
void main()
{
   vTexCoord = vUV;
   gl_Position = MVP*vec4(vVertex,1);
}

分段

#version 330
smooth in vec2 vTexCoord;
out vec4 vFragColor;

uniform sampler2D textureMap;

void main(void)
{
   vFragColor = texture(textureMap, vTexCoord);
}

以下是不使用FBO邏輯時 呈現的內容:向FBO呈現的內容http://k.minus.com/jiP7kTOSLLvHk.jpg


... 救命?

關於我可能做錯的任何想法? 可根據要求提供更多來源。

在不仔細查看代碼的情況下,這是一些可行的示例FBO代碼(將茶壺動畫為紋理,將紋理繪制到旋轉立方體的兩側)。

#include <GL/glew.h>
#include <GL/glut.h>

#include <cmath>
#include <iostream>

using namespace std;

namespace render
{
    int width, height;
    float aspect;

    void init();
    void reshape(int width, int height);
    void display();

    int const fbo_width = 512;
    int const fbo_height = 512;

    GLuint fb, color, depth;
};

void idle();

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH );

    glutCreateWindow("FBO test");
    glutDisplayFunc(render::display);
    glutReshapeFunc(render::reshape);
    glutIdleFunc(idle);

    glewInit();

    render::init();
    glutMainLoop();

    return 0;
}

void idle()
{
    glutPostRedisplay();
}

void CHECK_FRAMEBUFFER_STATUS()
{                                                         
    GLenum status;
    status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); 
    switch(status) {
    case GL_FRAMEBUFFER_COMPLETE:
        break;

    case GL_FRAMEBUFFER_UNSUPPORTED:
    /* choose different formats */
        break;

    default:
        /* programming error; will fail on all hardware */
        throw "Framebuffer Error";
    }
}

namespace render
{
    float const light_dir[]={1,1,1,0};
    float const light_color[]={1,0.95,0.9,1};

    void init()
    {
        glGenFramebuffers(1, &fb);
        glGenTextures(1, &color);
        glGenRenderbuffers(1, &depth);

        glBindFramebuffer(GL_FRAMEBUFFER, fb);

        glBindTexture(GL_TEXTURE_2D, color);
        glTexImage2D(   GL_TEXTURE_2D, 
                0, 
                GL_RGBA, 
                fbo_width, fbo_height,
                0, 
                GL_RGBA, 
                GL_UNSIGNED_BYTE, 
                NULL);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);

        glBindRenderbuffer(GL_RENDERBUFFER, depth);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, fbo_width, fbo_height);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);

        CHECK_FRAMEBUFFER_STATUS();
    }

    void reshape(int width, int height)
    {
        render::width=width;
        render::height=height;
        aspect=float(width)/float(height);
        glutPostRedisplay();
    }

    void prepare()
    {
        static float a=0, b=0, c=0;

        glBindTexture(GL_TEXTURE_2D, 0);
        glEnable(GL_TEXTURE_2D);
        glBindFramebuffer(GL_FRAMEBUFFER, fb);

        glViewport(0,0,fbo_width, fbo_height);

        glClearColor(1,1,1,0);
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        gluPerspective(45, 1, 1, 10);

        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();

        glEnable(GL_LIGHT0);
        glEnable(GL_LIGHTING);

        glEnable(GL_DEPTH_TEST);
        glDisable(GL_CULL_FACE);

        glLightfv(GL_LIGHT0, GL_POSITION, light_dir);
        glLightfv(GL_LIGHT0, GL_DIFFUSE, light_color);

        glTranslatef(0,0,-5);

        glRotatef(a, 1, 0, 0);
        glRotatef(b, 0, 1, 0);
        glRotatef(c, 0, 0, 1);

        glutSolidTeapot(0.75);

        a=fmod(a+0.1, 360.);
        b=fmod(b+0.5, 360.);
        c=fmod(c+0.25, 360.);
    }

    void final()
    {
        static float a=0, b=0, c=0;

        glBindFramebuffer(GL_FRAMEBUFFER, 0);

        glViewport(0,0, width, height);

        glClearColor(1.,1.,1.,0.);
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        gluPerspective(45, aspect, 1, 10);

        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glTranslatef(0,0,-5);

        glRotatef(b, 0, 1, 0);

        b=fmod(b+0.5, 360.);

        glEnable(GL_TEXTURE_2D);
        glBindTexture(GL_TEXTURE_2D, color);

        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);

        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        glDisable(GL_LIGHTING);

        float cube[][5]=
        {
            {-1, -1, -1,  0,  0},
            { 1, -1, -1,  1,  0},
            { 1,  1, -1,  1,  1},
            {-1,  1, -1,  0,  1},

            {-1, -1,  1, -1,  0},
            { 1, -1,  1,  0,  0},
            { 1,  1,  1,  0,  1},
            {-1,  1,  1, -1,  1},
        };
        unsigned int faces[]=
        {
            0, 1, 2, 3,
            1, 5, 6, 2,
            5, 4, 7, 6,
            4, 0, 3, 7,
            3, 2, 6, 7,
            4, 5, 1, 0
        };

        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);

        glVertexPointer(3, GL_FLOAT, 5*sizeof(float), &cube[0][0]);
        glTexCoordPointer(2, GL_FLOAT, 5*sizeof(float), &cube[0][3]);

        glCullFace(GL_BACK);
        glDrawElements(GL_QUADS, 24, GL_UNSIGNED_INT, faces);

        glCullFace(GL_FRONT);
        glDrawElements(GL_QUADS, 24, GL_UNSIGNED_INT, faces);

        glDisableClientState(GL_VERTEX_ARRAY);
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);

    }

    void display()
    {
        prepare();
        final();

        glutSwapBuffers();
    }
}

只是為了參考有一些有用的東西。

不確定為什么要在着色器中乘以矩陣。 假設您想要在屏幕上拉伸渲染到紋理紋理,您只需要定義4個頂點,在x和y上從-1到1,並將這些頂點傳遞到着色器(如果您正在繪制,則為4個頂點)當然是一個帶有2個三角形的條帶)。

在着色器中,只需將頂點乘以0.5並添加0.5即可獲得紋理坐標。 因此,您不需要傳遞紋理坐標,因為您可以直接在頂點着色器中生成這些坐標。 如果將頂點定義為-1到1,則頂點已經在屏幕空間中,因此除了從頂點着色器發出頂點之外,您不需要對它們執行任何操作。

正如Jari Komppa在GameDev.stackexchange上指出的那樣,以及neodelphi作為對我主帖的評論。

紋理坐標是錯誤的(或者在我的情況下,沒有傳遞)。

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