我正在渲染纹理,但渲染缓冲区是黑色的
I'm rendering to texture,but renderbuffer is black
我正在尝试渲染纹理。使用opengl-es 2.0。我想做黑白后期处理。但我只看到黑色的纹理。在场景中,我有光源和两个球体。但是当我试图渲染附加到framebuffer的纹理时,我看到黑色方块。
this->frameBuffersCount = 3;
this->frameBuffers = new int[frameBuffersCount];
glGenFramebuffers(frameBuffersCount, (GLuint*)this->frameBuffers);
this->texturesCount = this->frameBuffersCount * 2;
this->bufferTextures = new int[this->texturesCount];
glGenTextures(this->texturesCount, (GLuint*)this->bufferTextures);
for(int i = 0; i < this->texturesCount / 2; ++i)
{
glBindTexture(GL_TEXTURE_2D, this->bufferTextures[2*i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D,0);
glBindTexture(GL_TEXTURE_2D, this->bufferTextures[2*i + 1]);
glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_COMPONENT, screenWidth, screenHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0);
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_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D,0);
}
for(int i = 0; i < this->frameBuffersCount; ++i)
{
glBindFramebuffer(GL_FRAMEBUFFER, this->frameBuffers[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
this->bufferTextures[2*i],
0);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D,
this->bufferTextures[2*i + 1],
0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
this->ordinaryQuad = new ModelVertex[4];
this->ordinaryQuad[0].UV = Vector2(0.0,0.0);
this->ordinaryQuad[0].position = Vector3(-1, -1, 0.0);
this->ordinaryQuad[1].UV = Vector2(0.0,1.0);
this->ordinaryQuad[1].position = Vector3(-1.0, 1.0, 0.0);
this->ordinaryQuad[2].UV = Vector2(1.0,1.0);
this->ordinaryQuad[2].position = Vector3(1.0, 1.0, 0.0);
this->ordinaryQuad[3].UV = Vector2(1.0,0.0);
this->ordinaryQuad[3].position = Vector3(1.0, -1.0, 0.0);
这是渲染代码。
void EffectManager::applyBnW()
{
glBindFramebuffer(GL_FRAMEBUFFER, this->frameBuffers[0]);
auto res = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(res == GL_FRAMEBUFFER_COMPLETE)
{
SceneManager::GetInstance().DrawScene();
glDisable(GL_DEPTH_TEST);
unsigned short indices[6] = {0,2,1,2,0,3};
Shaders shaders;
shaders.Init("../Resources/Shaders/BlackAndWhiteVS.vs", "../Resources/Shaders/BlackAndWhiteFS.fs", 0);
glUseProgram(shaders.program);
unsigned int hVBuff,hInBuff;
glGenBuffers(1, &hVBuff);
glGenBuffers(1, &hInBuff);
glBindBuffer(GL_ARRAY_BUFFER, hVBuff);
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(SEngine::ModelVertex), this->ordinaryQuad, GL_STATIC_DRAW);
//glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, hInBuff);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned short), indices, GL_STATIC_DRAW);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->bufferTextures[0]);
glGenerateMipmap(GL_TEXTURE_2D);
if(shaders.positionAttribute != -1)
{
glEnableVertexAttribArray(shaders.positionAttribute);
glVertexAttribPointer(shaders.positionAttribute, 3, GL_FLOAT, GL_FALSE, sizeof(SEngine::ModelVertex), 0);
}
if(shaders.UVAttribute != -1)
{
glEnableVertexAttribArray(shaders.UVAttribute);
glVertexAttribPointer(shaders.UVAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(SEngine::ModelVertex), (void*)(sizeof(Vector3)));
}
if(shaders.samplerUniform != -1)
{
glUniform1i(shaders.samplerUniform, 0);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)0);
//glDrawArrays(GL_TRIANGLES,0,4);
}
怎么了?
由于您的问题中没有提供足够的信息/代码,因此无法给出明确的答案。
是否清除了深度缓冲区?当你在碎片着色器中为渲染对象生成颜色时,你是否正确地计算了白色?
在这种情况下,帮助我调试问题的一种方法是删除潜在的错误区域。
清除framebuffer为红色和Alpha通道= 1.0清除深度缓冲硬编码gl_FragColor到vec4(1,1,1,1)
通过这样做,您可以看到输出是否全是红色?然后是对象渲染的问题,比如变换、裁剪、深度拒绝或其他原因。如果你能看到白色的物体?然后你知道这是你的片段着色器的问题
我也建议你去掉这一行glGenerateMipmap (GL_TEXTURE_2D);从我在你的代码中可以看到,它没有添加任何额外的。如果不是,这就是错误的根本原因。在纹理上生成仍在使用并附加到framebuffer对象的mipmap并不是非常有效,特别是如果驱动程序内部必须重新分配内存以能够存储新的mipmap级别。
解决。这是索引缓冲区的问题,我忘记禁用depth_test.
相关文章:
- C++字符*缓冲区的大小
- 为什么msgrcv()将垃圾字符馈送到缓冲区
- 使用动态分配的数组会导致代码分析发出虚假的C6386缓冲区溢出警告
- ostream过载时的缓冲区冲洗
- C++中的高效循环缓冲区,它将被传递给C样式数组函数参数
- Xaudio2在更改缓冲区或循环时弹出声音
- 为什么我在leetcode上收到AddressSanitizer:地址0x602000000058上的堆缓冲区溢出错误
- 如何将图像传输到c++(dll)中的缓冲区,然后在c#的缓冲区中读/写
- 如何在cpp.中使用协议缓冲区存储大缓冲区/数组(char/int)
- 多线程双缓冲区
- Android P-9.0.0_r53 Logcat主缓冲区超出定义大小
- 套接字读取后,我在缓冲区中看到意外输入
- std::带有自定义缓冲区的 iostream 不允许我写入
- 从返回的顶点缓冲区查询顶点结构
- Vulkan 中的动态顶点缓冲区格式设置
- OpenGL 16 位模板缓冲区?
- opengl-黑色纹理,如何在缓冲区上使用glm::vec*
- GDI双缓冲区黑色闪烁
- Win32双缓冲区绘图黑色背景
- 我正在渲染纹理,但渲染缓冲区是黑色的