【问题标题】:OpenGL: Framebuffer - draw to texture - glClearColorOpenGL:帧缓冲区 - 绘制到纹理 - glClearColor
【发布时间】:2020-10-31 23:53:36
【问题描述】:

我使用 FrameBuffer 和 Texture 实现了一个简单的延迟渲染器。
图纸是这样的:

  • 第一阶段
    • 绑定帧缓冲区
    • 创建颜色纹理并将其附加到帧缓冲区
    • 清除颜色位并将 glClearColor 设置为深蓝色/灰色
    • 绘制一个颜色变化的四边形(内部绿色四边形)
  • 第二阶段
    • 设置默认帧缓冲
    • 清除颜色位并将 glClearColor 设置为洋红色
    • 绘制(几乎)全屏四边形并使用颜色纹理

代码(C#):

        private void Setup()
        {
            {
                _shader = new Shader();
                _shader.AddShader( ShaderType.VertexShader , vertShaderSource );
                _shader.AddShader( ShaderType.FragmentShader , fragShaderSource );
                _shader.CompileAndLink();

                _vertexArray = new VertexArray();
                _vertexArray.Bind();

                _vertexBuffer = new VertexBuffer();
                _vertexBuffer.SetLayout<float>();
                _vertexBuffer.Bind();
                _vertexBuffer.Update( ObjectData );

                _indexBuffer = new IndexBuffer();
                _indexBuffer.SetLayout<int>();
                _indexBuffer.Bind();
                _indexBuffer.Update( ObjectIndices );

                GL.VertexAttribPointer( index: 0 , size: 3 , VertexAttribPointerType.Float , normalized: false ,
                    stride: sizeof( float ) * 3 , offset: 0 );
                GL.EnableVertexAttribArray( 0 );

                _uniformBuffer = new UniformBuffer();
                _uniformBuffer.SetLayout<uUniformBlock>();
                _uniformBuffer.Bind();
                _uniformBuffer.Reserve( 1 );

                _shader.BindUniformBuffer( _uniformBuffer , nameof( uUniformBlock ) , UNIFORM_BLOCK_BINDING_uUniformBlock );

                _vertexArray.Unbind();
                _vertexBuffer.Unbind();
                _uniformBuffer.Unbind();
            }

            // Quad
            {
                _frameBuffer = new FrameBuffer();
                _frameBuffer.Bind();

                _quadTexture = new Texture( TextureTarget.Texture2D , this.Width , this.Height );
                _quadTexture.Bind();

                GL.GenerateMipmap( GenerateMipmapTarget.Texture2D );

                _frameBuffer.Attach( FramebufferAttachment.ColorAttachment0 , _quadTexture );
                _frameBuffer.CheckStatus();

                _quadShader = new Shader();
                _quadShader.AddShader( ShaderType.VertexShader , quadVertShaderSource );
                _quadShader.AddShader( ShaderType.FragmentShader , quadFragShaderSource );
                _quadShader.CompileAndLink();

                _quadVertexArray = new VertexArray();
                _quadVertexArray.Bind();

                _quadVertexBuffer = new VertexBuffer();
                _quadVertexBuffer.SetLayout<float>();
                _quadVertexBuffer.Bind();
                _quadVertexBuffer.Update( QuadData );

                // Pos X Y
                GL.VertexAttribPointer( index: 0 , size: 2 , VertexAttribPointerType.Float , normalized: false ,
                    stride: sizeof( float ) * 4 , offset: sizeof( float ) * 0 );
                GL.EnableVertexAttribArray( 0 );
                // TexCoord U V
                GL.VertexAttribPointer( index: 1 , size: 2 , VertexAttribPointerType.Float , normalized: false ,
                    stride: sizeof( float ) * 4 , offset: sizeof( float ) * 2 );
                GL.EnableVertexAttribArray( 1 );

                _quadVertexArray.Unbind();
                _quadVertexBuffer.Unbind();
                _quadTexture.Unbind();
            }
        }

        private double _totalTime = 0.0;

        protected override void OnRenderFrame( FrameEventArgs args )
        {
            base.OnRenderFrame( args );

            GL.Clear( ClearBufferMask.ColorBufferBit );

            _totalTime += args.Time;

            var color = new Vector3( (float)Math.Sin( _totalTime * 2.0 ) ,
                                     (float)Math.Cos( _totalTime * 3.0 ) ,
                                     (float)Math.Tan( _totalTime * 1.0 ) );

            var uniformBlackData = new uUniformBlock() {
                uR = color.X ,
                uG = color.Y ,
                uB = color.Z ,
            };

            // first pass
            {
                _frameBuffer.Bind();

                GL.Clear( ClearBufferMask.ColorBufferBit );
                GL.ClearColor( 0.2f , 0.3f , 0.3f , 1.0f );

                _shader.Activate();
                // _shader.SetUniform( "uColor" , color );

                _vertexArray.Bind();
                _uniformBuffer.Bind(); // TODO: is this needed?
                _uniformBuffer.Update( uniformBlackData );

                GL.DrawElements( PrimitiveType.Triangles , count: ObjectIndices.Length ,
                    DrawElementsType.UnsignedInt , IntPtr.Zero );

                _vertexArray.Unbind();
            }

            // second pass
            {
                FrameBuffer.BindDefaultFrameBuffer();

                GL.Clear( ClearBufferMask.ColorBufferBit );
                GL.ClearColor( 1.0f , 0.0f , 1.0f , 1.0f );

                _quadShader.Activate();
                GL.ActiveTexture( TextureUnit.Texture0 + 0 );
                _quadShader.SetUniform( "uTexture0" , 0 );

                _quadVertexArray.Bind();
                _quadTexture.Bind();

                GL.DrawArrays( PrimitiveType.Triangles , 0 , 6 );

                _quadVertexArray.Unbind();
            }

            base.SwapBuffers();
        }

看起来像这样:

但是,我预计结果会相反——灰色和洋红色调换了。 渲染的纹理不应该具有灰色背景,并且第二阶段四边形纹理不应该被洋红色包围(因为它略小于窗口大小)?
这张图是正确的还是我的理解不太准确?

【问题讨论】:

    标签: c# opengl framebuffer opentk deferred-rendering


    【解决方案1】:

    您必须在清除缓冲区之前设置清除颜色:

    GL.Clear( ClearBufferMask.ColorBufferBit );
    GL.ClearColor( 0.2f , 0.3f , 0.3f , 1.0f );

    GL.ClearColor( 0.2f , 0.3f , 0.3f , 1.0f );
    GL.Clear( ClearBufferMask.ColorBufferBit );
    

    GL.ClearColor 指定GL.Clear( ClearBufferMask.ColorBufferBit ) 用于填充帧缓冲区中的像素的颜色。

    查看 OpenGL 维基页面glClear

    glClear 将窗口的位平面区域设置为先前由glClearColorglClearDepthglClearStencil 选择的值。 [...]

    【讨论】:

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