【发布时间】:2015-03-24 18:58:13
【问题描述】:
您好,当您在一帧中有 3 个摄像机处于活动状态时,我在应用后期效果时遇到了很多麻烦。
第一台相机 - 渲染游戏的游戏部分。 第二个摄像头 - GUI 层。 第三台相机 - 背景和动画。
在这里,我尝试在第一台相机上应用模糊和绽放等后期处理效果,效果很好,但是当后期效果启用 GUI 时出现问题,背景动画不可见,但我确信它们已被绘制。 如果我将所有摄像机作为输入渲染目标,那么我可以看到该场景中的所有对象。
不知道为什么会发生这种情况,谁能解释一下可能是什么原因,谢谢。 在这里,我正在添加 Opengl 调用日志以查看我到底在做什么。
问题在于 Stats_layer 和 HudPage_layer 启用后期效果后不显示。
Marker: SceneBegin: ClearCamera
glBindFramebufferEXT(GL_FRAMEBUFFER, 2)
glClearColor(0, 0, 0, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, {1})
glMatrixMode(GL_MODELVIEW)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
glMatrixMode(GL_PROJECTION)
glLoadMatrixf({2.7457316, 0, 0, 0} {0, 0, 1.0001999, 1} {0, 1.8304877, 0, 0} {0, 0, -0.20001999, 0})
glMatrixMode(GL_MODELVIEW)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
Marker: RenderGroup: ClearCamera - Opaque
Marker: RenderGroup: ClearCamera - Immediate
Marker: RenderGroup: ClearCamera - Transparent
Marker: RenderGroup: ClearCamera - Overlay
Marker: PostProcess: PMaterial_GodRays_RadialBlur__2
glBindFramebufferEXT(GL_FRAMEBUFFER, 2)
glMatrixMode(GL_MODELVIEW)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
glMatrixMode(GL_PROJECTION)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
glMatrixMode(GL_MODELVIEW)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
glColor4f(0, 0, 0, 1)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, {0, 0, 0, 1})
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, {0, 0, 0, 1})
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, {0, 0, 0, 1})
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0)
glActiveTexture(GL_TEXTURE0)
glDisable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, 0)
glMatrixMode(GL_TEXTURE)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
glUniform2fv(0, 1, {0.5, 0.49836433})
glUniform1fv(1, 1, {0.050000001})
glActiveTexture(GL_TEXTURE1)
glBindTexture(GL_TEXTURE_2D, 88) [Context 1 - Texture 88: Context 1 - Texture 88]
glUniform1i(2, 1)
glBindBuffer(GL_ARRAY_BUFFER, 163)
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointer(3, GL_FLOAT, 32, 0x00000000)
glEnableClientState(GL_NORMAL_ARRAY)
glNormalPointer(GL_FLOAT, 32, 0x0000000C)
glClientActiveTexture(GL_TEXTURE0)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glTexCoordPointer(2, GL_FLOAT, 32, 0x00000018)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 32, 0x00000000)
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 32, 0x00000018)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 164)
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0x00000000)
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_NORMAL_ARRAY)
glClientActiveTexture(GL_TEXTURE0)
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
Marker: SceneBegin: ClearCamera
glBindFramebufferEXT(GL_FRAMEBUFFER, 3)
glClearColor(0, 0, 0, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, {1})
glMatrixMode(GL_MODELVIEW)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
glMatrixMode(GL_PROJECTION)
glLoadMatrixf({2.7457316, 0, 0, 0} {0, 0, 1.0001999, 1} {0, 1.8304877, 0, 0} {0, 0, -0.20001999, 0})
glMatrixMode(GL_MODELVIEW)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
Marker: RenderGroup: ClearCamera - Opaque
Marker: RenderGroup: ClearCamera - Immediate
Marker: RenderGroup: ClearCamera - Transparent
Marker: RenderGroup: ClearCamera - Overlay
Marker: PostProcess: PMaterial_GodRays_RadialBlur__3
glBindFramebufferEXT(GL_FRAMEBUFFER, 3)
glMatrixMode(GL_MODELVIEW)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
glMatrixMode(GL_PROJECTION)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
glMatrixMode(GL_MODELVIEW)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
glColor4f(0, 0, 0, 1)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, {0, 0, 0, 1})
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, {0, 0, 0, 1})
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, {0, 0, 0, 1})
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0)
glActiveTexture(GL_TEXTURE0)
glDisable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, 0)
glMatrixMode(GL_TEXTURE)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
glUniform2fv(0, 1, {0.5, 0.49836433})
glUniform1fv(1, 1, {0.1})
glActiveTexture(GL_TEXTURE1)
glBindTexture(GL_TEXTURE_2D, 87) [Context 1 - Texture 87: Context 1 - Texture 87]
glUniform1i(2, 1)
glBindBuffer(GL_ARRAY_BUFFER, 163)
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointer(3, GL_FLOAT, 32, 0x00000000)
glEnableClientState(GL_NORMAL_ARRAY)
glNormalPointer(GL_FLOAT, 32, 0x0000000C)
glClientActiveTexture(GL_TEXTURE0)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glTexCoordPointer(2, GL_FLOAT, 32, 0x00000018)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 32, 0x00000000)
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 32, 0x00000018)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 164)
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0x00000000)
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_NORMAL_ARRAY)
glClientActiveTexture(GL_TEXTURE0)
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
Marker: SceneBegin: STATS_LAYER
wglMakeCurrent(0x8C0119F2, 0x00010000)
glBindFramebufferEXT(GL_FRAMEBUFFER, 0)
glViewport(0, 0, 640, 960)
glScissor(0, 0, 640, 960)
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, {1})
glMatrixMode(GL_MODELVIEW)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
glMatrixMode(GL_PROJECTION)
glLoadMatrixf({1, 0, 0, 0} {0, 0, 0.0066666668, 0} {0, 0.66666669, 0, 0} {0, 0, -0.33333334, 1})
glMatrixMode(GL_MODELVIEW)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
Marker: RenderGroup: STATS_LAYER - Opaque
Marker: RenderGroup: STATS_LAYER - Immediate
Marker: RenderGroup: STATS_LAYER - Transparent
Marker: RenderGroup: STATS_LAYER - Overlay
Marker: SceneBegin: HUDPAGE_LAYER
wglMakeCurrent(0x8C0119F2, 0x00010000)
glBindFramebufferEXT(GL_FRAMEBUFFER, 0)
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, {1})
glMatrixMode(GL_MODELVIEW)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
glMatrixMode(GL_PROJECTION)
glLoadMatrixf({1, 0, 0, 0} {0, 0, 0.0066666668, 0} {0, 0.66666669, 0, 0} {0, 0, -0.33333334, 1})
glMatrixMode(GL_MODELVIEW)
glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1})
Marker: RenderGroup: HUDPAGE_LAYER - Opaque
Marker: RenderGroup: HUDPAGE_LAYER - Immediate
Marker: RenderGroup: HUDPAGE_LAYER - Transparent
【问题讨论】:
-
你用的是什么游戏引擎?有相关代码吗?
-
@rpattiso 是的,它是一个专有引擎,但我实际上可以给你一些 opengl 日志
-
这和 Lua 有什么关系?
-
@kamiccolo 包装器是用 lua 编写的,因此添加了一个标签。如果没有必要,请随时告诉我。
标签: c++ ios camera game-engine