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OpenGL 渲染到多个纹理,结果为白色

转载 作者:行者123 更新时间:2023-12-04 05:46:27 25 4
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我已经开始切换渲染代码以支持着色器,并且在渲染到后台缓冲区时一切正常。所以现在我正在努力渲染到 FBO,但我得到的只是颜色和法线的白色纹理。

这是我的 FBO 创建代码:

void RenderTarget_GL::CreateFBO (void)
{
// if the machine supports the GL FBO extension
if (s_supportfbo)
{
// Create FBO
glGenFramebuffersEXT(1, &m_fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);

// Create default texture buffer
char *buffer = new char [static_cast<int>(g_window->GetWidth() * m_screenWidth) * static_cast<int>(g_window->GetHeight() * m_screenHeight) * 4];
std::memset(buffer, 0, static_cast<int>(g_window->GetWidth() * m_screenWidth) * static_cast<int>(g_window->GetHeight() * m_screenHeight) * 4);

// Create Render Texture
glGenTextures(1, &m_rendertexture);
glBindTexture(GL_TEXTURE_2D, m_rendertexture);
glTexImage2D(GL_TEXTURE_2D, 0, 4, static_cast<int>(g_window->GetWidth() * m_screenWidth), static_cast<int>(g_window->GetHeight() * m_screenHeight), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);

// Bind Render Texture to FBO
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_rendertexture, 0);

// Create Normal Texture if this FBO will be rendering normals
if (m_hasnormal)
{
glGenTextures(1, &m_normaltexture);
glTexImage2D(GL_TEXTURE_2D, 0, 4, static_cast<int>(g_window->GetWidth() * m_screenWidth), static_cast<int>(g_window->GetHeight() * m_screenHeight), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);

// Bind Normal Texture to FBO
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, m_normaltexture, 0);
}

// UnBind FBO and cleanup default buffer
delete [] buffer;
Clear();
}
}

我用来设置当前渲染目标的代码:
void RenderTarget_GL::Set (void)
{
if (s_supportfbo && g_glgraphics->GetShaderEnabled())
{
static const GLenum buffer1[] = {GL_COLOR_ATTACHMENT0_EXT};
static const GLenum buffer2[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};

glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
if (m_hasnormal)
glDrawBuffers(2, buffer2);
else
glDrawBuffers(1, buffer1);
}
}

最后,我的实际绘图代码:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Setup the camera transformation
glMatrixMode(GL_MODELVIEW);
glPushMatrix();

if (m_camera)
m_camera->GLMatrix();
else
m_defaultCam.GLMatrix();

// Setup Render Target
if (m_shaderenabled)
{
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0,0,g_window->GetWidth(),g_window->GetHeight());
m_initialpass->Set();
}

// Draw All Objects with their per-object shaders

// Clear render target and shader bindings
if (m_shaderenabled)
{
glPopAttrib();
RenderTarget_GL::Clear();
Shader_GL::ClearShaderBinding();
}

glPopMatrix();

glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();

// Draw Scene
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_initialpass->GetColorTexture());
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 0.0f);
glEnd();

Texture_GL::ClearTextureBinding();
glPopMatrix();

// Swap Buffers

最佳答案

GL_TEXTURE_MIN_FILTERGL_NEAREST_MIPMAP_LINEAR默认情况下。提供 mipmap 或切换到 GL_LINEARGL_NEAREST .

OpenGL 维基 has more .

关于OpenGL 渲染到多个纹理,结果为白色,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/10625689/

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