尝试实现渲染到纹理

Trying to implement Render to Texture

本文关键字:纹理 实现      更新时间:2023-10-16

我在使用opengl3实现渲染到纹理时遇到了麻烦。

我的问题是,在渲染到帧缓冲区后,似乎渲染对象变得变形,这可能意味着某个地方发生了糟糕的转换。当使用我的帧缓冲区时,对象渲染得很好,这是没有意义的(见帖子底部)。

当前结果如下:

当前结果http://k.minus.com/jZVgUuLYRtapv.jpg

预期的结果是这样的(或类似的东西,这只是GIMP):将http://k.minus.com/jA5rLM8lmXQYL.jpg

因此,

意味着我在帧缓冲区设置代码或其他地方做了错误的事情。但我看不出。


通过以下功能建立FBO:

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);
}

这是我的绘图框代码,它只需要一个变换矩阵并调用适当的函数。P的当前值是一个投影矩阵,是视点矩阵(V)的单位矩阵。

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);
}

和GLUT调用的显示函数。

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();
}

…必须的纹理着色器代码

顶点

#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);
}

#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逻辑时呈现的内容:呈现给FBO的内容http://k.minus.com/jiP7kTOSLLvHk.jpg


…帮助吗?

你知道我可能做错了什么吗?

无需仔细查看您的代码,这是一些示例FBO代码,可以肯定地工作(将茶壶动画为纹理,将纹理绘制到旋转立方体的侧面)。

#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();
    }
}

仅供参考,有一些工作

不知道为什么你在着色器中乘以一个矩阵。假设你想要在屏幕上拉伸渲染到纹理的纹理,你只需要定义4个顶点,在x和y上从-1到1,并将它们传递给着色器(如果你画的是带有2个三角形的条带,则为4个顶点)。

在着色器中,只需将顶点乘以0.5并添加0.5以获得纹理坐标。所以你不需要传递纹理坐标,因为你可以直接在顶点着色器中生成这些。如果你将顶点定义为-1到1,那么它们已经在屏幕空间中了,所以你不需要对它们做任何事情,除了从顶点着色器中发出它们。

正如Jari Komppa在GameDev上指出的那样。和neodelphi作为我的主要帖子的评论。

纹理坐标错误(或者在我的情况下,没有通过)。