我已经达到另一个僵局,我似乎无法自行解决。我真的希望有人能帮助我。openGL/GLSL:开花/模糊,呈现给FBO
我一直在试图创建一个使用GLSL一个可爱的小绽放的效果,这相当奏效。当我试图将某些东西搬进我的场景中时,我注意到在渲染它们之前我忘了清除我的FBO。
没有清理它的工作,因为我总是使用相同的纹理从未改变场景。用glClear();命令它仍然有效,但是对于第一帧,我所得到的所有内容都是黑屏。所以我想我的问题是,我无法让我的FBO不断更新每一帧。
我觉得我既失去了一些东西很明显或做一些可怕的错误。
我很感谢你可能有任何建议。
这是我得到的第一帧:
来源: (使用了openFrameworks)
设置:
void testApp::setup(){
ofSetVerticalSync(true);
ofDisableSetupScreen();
width = ofGetWidth();
height = ofGetHeight();
//complie/link/generate ShaderObjects ....
horizontalBlurFrag.load("/opt/openframeworks/apps/examples/FBO_basic_shader_new_continued_v4_2/bin/data/fragment_shader_horizontal.glsl", GL_FRAGMENT_SHADER);
verticalBlurFrag.load("/opt/openframeworks/apps/examples/FBO_basic_shader_new_continued_v4_2/bin/data/fragment_shader_vertical.glsl", GL_FRAGMENT_SHADER);
BlurVertex.load("/opt/openframeworks/apps/examples/FBO_basic_shader_new_continued_v4_2/bin/data/horizontal_blur.glsl", GL_VERTEX_SHADER);
blendTextures.load("/opt/openframeworks/apps/examples/FBO_basic_shader_new_continued_v4_2/bin/data/blend_shader.glsl", GL_FRAGMENT_SHADER);
fboOriginal.initialize(width, height);
fboH800.initialize(width, height);
fboV800.initialize(width, height);
fboH400.initialize(width, height);
fboV400.initialize(width, height);}
抽奖:
void testApp::draw(){
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//set orthographic projection
glOrtho(-1, 1, -1, 1, 1.0, 40.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, width, height);
glDisable(GL_TEXTURE_2D);
fboOriginal.bind();
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0, 0, width, height);
glPushMatrix();
glScalef(0.1f, 0.1f, 1.0f);
//generating values between 0 and 2
float x = 2 * (sin(time)+1.000001)/2;
//drawSOlidRect(xPos, yPos, width, height, red, green, blue);
drawSolidRect(-8.0f, 8.0f, x, x, 0.4f, 0.4f, 1.0f);
drawSolidRect(-5.0f, 8.0f, x, x, 0.4f, 1.0f, 0.4f);
drawSolidRect(-2.0f, 8.0f, x, x, 0.4f, 1.0f, 1.0f);
drawSolidRect(1.0f, 8.0f, x, x, 1.0f, 0.4f, 0.4f);
drawSolidRect(4.0f, 8.0f, x, x, 1.0f, 0.4f, 1.0f);
drawSolidRect(7.0f, 8.0f, x, x, 1.0f, 1.0f, 0.4f);
glPopMatrix();
glPopAttrib();
fboOriginal.unbind();
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fboOriginal.fboTexture);
BlurVertex.enable();
horizontalBlurFrag.enable();
glUniform1i(glGetUniformLocation(horizontalBlurFrag.program, "RTScene"), 0);
glDisable(GL_TEXTURE_2D);
fboH800.bind();
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0, 0, width, height);
glPushMatrix();
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0, 1.0, -1.0);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0, 1.0, -1.0);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0, -1.0, -1.0);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0, -1.0, -1.0);
glEnd();
glPopMatrix();
glPopAttrib();
glDisable(GL_TEXTURE_2D);
fboH800.unbind();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, fboH800.fboTexture);
BlurVertex.enable();
verticalBlurFrag.enable();
glUniform1i(glGetUniformLocation(verticalBlurFrag.program, "RTBlurH"), 0);
glDisable(GL_TEXTURE_2D);
fboV800.bind();
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0, 0, width, height);
glPushMatrix();
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0, 1.0, -1.0);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0, 1.0, -1.0);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0, -1.0, -1.0);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0, -1.0, -1.0);
glEnd();
glPopMatrix();
glPopAttrib();
fboV800.unbind();
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, fboV800.fboTexture);
BlurVertex.enable();
horizontalBlurFrag.enable();
glUniform1i(glGetUniformLocation(horizontalBlurFrag.program, "RTScene"), 1);
glDisable(GL_TEXTURE_2D);
fboH400.bind();
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushAttrib(GL_VIEWPORT_BIT);
glPushMatrix();
glViewport(0, 0, width/4, height/4); //crude downscale
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0, 1.0, -1.0);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0, 1.0, -1.0);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0, -1.0, -1.0);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0, -1.0, -1.0);
glEnd();
glPopMatrix();
glPopAttrib();
glDisable(GL_TEXTURE_2D);
fboH400.unbind();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, fboH400.fboTexture);
BlurVertex.enable();
verticalBlurFrag.enable();
glUniform1i(glGetUniformLocation(verticalBlurFrag.program, "RTBlurH"), 1);
glDisable(GL_TEXTURE_2D);
fboV400.bind();
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushAttrib(GL_VIEWPORT_BIT);
glPushMatrix();
glViewport(0, 0, width*4, height*4); //crude downscale
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0, 1.0, -1.0);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0, 1.0, -1.0);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0, -1.0, -1.0);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0, -1.0, -1.0);
glEnd();
glPopMatrix();
glPopAttrib();
glDisable(GL_TEXTURE_2D);
fboV400.unbind();
glBindTexture(GL_TEXTURE_2D, 0);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fboV800.fboTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, fboV400.fboTexture);
BlurVertex.enable();
blendTextures.enable();
glUniform1i(glGetUniformLocation(blendTextures.program, "originalSizeTex"), 0);
glUniform1i(glGetUniformLocation(blendTextures.program, "downscaledTex"), 1);
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f);
glMultiTexCoord2fARB(GL_TEXTURE0, 0.0f, 1.0f);
glVertex3f(-1.0, 1.0, -1.0);
glMultiTexCoord2fARB(GL_TEXTURE0, 1.0f, 1.0f);
glVertex3f(1.0, 1.0, -1.0);
glMultiTexCoord2fARB(GL_TEXTURE0, 1.0f, 0.0f);
glVertex3f(1.0, -1.0, -1.0);
glMultiTexCoord2fARB(GL_TEXTURE0, 0.0f, 0.0f);
glVertex3f(-1.0, -1.0, -1.0);
glEnd();
glDisable(GL_TEXTURE_2D);}
FBO:
class FrameBufferObject{
public:
//handles
GLuint fbo, fboTexture, fboDepthbuffer;
public:
void initialize(GLuint width, GLuint height){
// generate namespace for the frame buffer, colorbuffer and depthbuffer
glGenFramebuffersEXT(1, &fbo);
glGenTextures(1, &fboTexture);
glGenRenderbuffersEXT(1, &fboDepthbuffer);
//switch to our fbo so we can bind stuff to it
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
//create the colorbuffer texture and attach it to the frame buffer
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, fboTexture);
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_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glGenerateMipmapEXT(GL_TEXTURE_2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fboTexture, 0);
// create a render buffer as our depthbuffer and attach it
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthbuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24,width, height);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fboDepthbuffer);
// Go back to regular frame buffer rendering
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDisable(GL_TEXTURE_2D);
}
void bind(){
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
}
void unbind(){
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
void clear(){
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}};
UPDATE:
的Alpha值之一glClearColor至少似乎是我的问题的一部分。
我试图搞乱与它周围和我得到的是这样的: (带箭头和缩减正如你所期望的四边形)
不知怎的,我似乎是沿着某处失去了所有的颜色方式。 奇怪的是,我得到了4个FBO和(0,0,0,1)其中一个的最佳结果(0,0,0,0)。为所有FBO设置(0,0,0,0)只会产生一个灰色图片(我假设它是没有任何内容的默认窗口)。
这里是我的 “混合在一起的着色器”:
uniform sampler2D originalSizeTex;
uniform sampler2D downscaledTex;
varying vec2 vTexCoord;
void main(void){
vec4 colorOriginal = vec4(0.0, 0.0, 0.0, 0.0);
vec4 colorDownscale = vec4(0.0, 0.0, 0.0, 0.0);
colorOriginal = texture2D(originalSizeTex, vTexCoord.xy);
colorDownscale = texture2D(downscaledTex, vTexCoord.xy);
gl_FragColor = vec4(colorOriginal + colorDownscale);
}
任何的猜测?
我有这个问题了几次,和所有那些时候,它是与由于深度测试的东西不拉丝做的。您的最后一张图像表明z缓冲区中的矩形阻止了全屏四边形的部分绘制。但是,我无法找到您的代码的错误。 – Hannesh 2011-04-25 21:08:55