【发布时间】:2018-10-05 01:35:26
【问题描述】:
我想在片段着色器中使用 4 个纹理。一个是立方体贴图,一个是帧缓冲区上的渲染纹理,最后两个是从图像创建的。
当我尝试在我的片段着色器中调用它们时,无论我调用哪一个,我都会得到一个与我调用的不同或相同的一个(取决于我在尝试修复它时所做的不同迭代)。
这就是我得到它的方式
GLuint FramebufferName = 0;
glGenFramebuffers(1, &FramebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
GLuint renderedTexture;
glGenTextures(1, &renderedTexture);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 1024, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexture, 0);
GLenum DrawBuffers[1]={GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, DrawBuffers);
if ( glCheckFramebufferStatus ( GL_FRAMEBUFFER ) == GL_FRAMEBUFFER_COMPLETE )
{
glViewport(0, 0, 1024, 1024);
glClearColor( 0.4f, 0.4f, 0.4f, 1.0f );
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
ngl::ShaderLib* shader = ngl::ShaderLib::instance();
(*shader)["Normal"]->use();
m_transform.setPosition(0.0f, 0.0f, 0.0f);
loadMatricesToShader();
//drawing the quad
prim->draw("tex");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0,0,1024,768);
// grab an instance of the shader manager
ngl::ShaderLib* shader = ngl::ShaderLib::instance();
( *shader )[ "PBR" ]->use();
glUniform1i(renderedTexture, 1);
//initialize environment map
initEnvironment();
initTexture(2, m_glossMapTex, "images/gloss.png");
glUniform1i(m_glossMapTex, 2);
initTexture(3, m_textMap, "images/alege.png");
glUniform1i(m_textMap, 3);
还有 initTexture 和 initEnvironment
void NGLScene::initTexture(const GLuint& texUnit, GLuint &texId, const char *filename) {
glActiveTexture(GL_TEXTURE0 + texUnit);
// Load up the image using NGL routine
ngl::Image img(filename);
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
glTexImage2D (
GL_TEXTURE_2D,
0,
img.format(),
img.width(),
img.height(),
0,
GL_RGB,
GL_UNSIGNED_BYTE,
img.getPixels());
// Set up parameters for our texture
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
void NGLScene::initEnvironment() {
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
glActiveTexture (GL_TEXTURE0);
glGenTextures (1, &m_envTex);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_envTex);
initEnvironmentSide(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, "images/sky_zneg.png");
initEnvironmentSide(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, "images/sky_zpos.png");
initEnvironmentSide(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, "images/sky_ypos.png");
initEnvironmentSide(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, "images/sky_yneg.png");
initEnvironmentSide(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, "images/sky_xneg.png");
initEnvironmentSide(GL_TEXTURE_CUBE_MAP_POSITIVE_X, "images/sky_xpos.png");
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_AUTO_GENERATE_MIPMAP, GL_TRUE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLfloat anisotropy;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropy);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropy);
// Set our cube map texture to on the shader so we can use it
ngl::ShaderLib *shader=ngl::ShaderLib::instance();
shader->use("PBR");
shader->setUniform("envMap", 0);
}
void NGLScene::initEnvironmentSide(GLenum target, const char *filename) {
// Load up the image using NGL routine
ngl::Image img(filename);
glTexImage2D (
target,
0,
img.format(),
img.width(),
img.height(),
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
img.getPixels()
);
}
我觉得我在纹理单元和设置制服方面的知识存在差距,或者我的片段着色器中的制服有问题。
【问题讨论】:
-
glActiveTexture(GL_TEXTURE0 + 1);在glBindTexture(GL_TEXTURE_2D, renderedTexture);之前设置在哪里? -
@Rabbid76 它曾经在 glGenTextures(1, &renderedTexture);
标签: c++ opengl glsl framebuffer uniform