在GLSL中访问多个FBO纹理以创建另一个纹理

4
我创建了4个纹理并将它们附加到FBO上,分别命名为fbo_texture0-fbo_texture3。如下截图所示,它们都已成功创建: Textures in the FBO 图1 现在,我想使用GLSL创建第5个纹理,该纹理是从之前的纹理(fbo_texture0-fbo_texture3)获取的。现在,我只想将第一个纹理复制到第五个纹理中。不幸的是,这是我得到的结果: texture fail 图2 问题是:
1. 我如何在GLSL中访问这些FBO纹理? 2. 我如何创建第5个纹理?(或从第一个纹理复制到第五个纹理?)
以下是程序的完整代码(如果需要):
    #include <windows.h>
#include <GL/glew.h> // Include the GLEW header file
#include <GL/glut.h> // Include the GLUT header file
#include <iostream> // Allow us to print to the console

using namespace std;

bool* keyStates = new bool[256]; // Create an array of boolean values of length 256 (0-255)

unsigned int fbo; // The frame buffer object
unsigned int fbo_depth; // The depth buffer for the frame buffer object
unsigned int fbo_texture0; // The texture object to write our frame buffer object to
unsigned int fbo_texture1;
unsigned int fbo_texture2;
unsigned int fbo_texture3;
unsigned int fbo_texture4;
GLhandleARB shaderProgram;
GLhandleARB vertexShader;
GLhandleARB fragmentShader;

int window_width = 500; // The width of our window
int window_height = 500; // The height of our window

void initFrameBufferDepthBuffer(void) {
    glGenRenderbuffers(1, &fbo_depth); // Generate one render buffer and store the ID in fbo_depth
    glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth); // Bind the fbo_depth render buffer
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, window_width, window_height); // Set the render buffer storage to be a depth component, with a width and height of the window
    glBindRenderbuffer(GL_RENDERBUFFER, 0); // Unbind the render buffer
}

void initFrameBufferTextures(void) {
    glGenTextures(1, &fbo_texture0); // Generate one ture
    glBindTexture(GL_TEXTURE_2D, fbo_texture0); // Bind the ture fbo_texture
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, window_width, window_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // Create a standard ture with the width and height of our window
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(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);
    glBindTexture(GL_TEXTURE_2D, 0);


    glGenTextures(1, &fbo_texture1); // Generate one ture
    glBindTexture(GL_TEXTURE_2D, fbo_texture1); // Bind the ture fbo_texture
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, window_width, window_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // Create a standard ture with the width and height of our window
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(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);
    glBindTexture(GL_TEXTURE_2D, 0);

    glGenTextures(1, &fbo_texture2); // Generate one ture
    glBindTexture(GL_TEXTURE_2D, fbo_texture2); // Bind the ture fbo_texture
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, window_width, window_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // Create a standard ture with the width and height of our window
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(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);
    glBindTexture(GL_TEXTURE_2D, 0);


    glGenTextures(1, &fbo_texture3); // Generate one ture
    glBindTexture(GL_TEXTURE_2D, fbo_texture3); // Bind the ture fbo_texture
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, window_width, window_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // Create a standard ture with the width and height of our window
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(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);
    glBindTexture(GL_TEXTURE_2D, 0);

    glGenTextures(1, &fbo_texture4); // Generate one ture
    glBindTexture(GL_TEXTURE_2D, fbo_texture4); // Bind the ture fbo_texture
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, window_width, window_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // Create a standard ture with the width and height of our window
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(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);
    glBindTexture(GL_TEXTURE_2D, 0);
}

void printInfoLog(GLhandleARB obj)
{
    int infologLength = 0;
    int charsWritten  = 0;
    char* infoLog;

    glGetObjectParameterivARB(obj, GL_OBJECT_INFO_LOG_LENGTH_ARB, &infologLength);
    if (infologLength > 0)
    {
        infoLog = (char*)malloc(infologLength);
        glGetInfoLogARB(obj, infologLength, &charsWritten, infoLog);
        printf("%s\n",infoLog);
        free(infoLog);
    }
}

void initFrameBuffer(void) {
    initFrameBufferDepthBuffer(); // Initialize our frame buffer depth buffer
    initFrameBufferTextures(); // Initialize our frame buffer ture
    glGenFramebuffers(1, &fbo); // Generate one frame buffer and store the ID in fbo
    glBindFramebuffer(GL_FRAMEBUFFER, fbo); // Bind our frame buffer
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo_texture0, 0);// Attach the ture fbo_texturen to the color buffer in our frame buffer
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, fbo_texture1, 0);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, fbo_texture2, 0); 
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, fbo_texture3, 0);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, fbo_texture4, 0);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo_depth); // Attach the depth buffer fbo_depth to our frame buffer
        GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); // Check that status of our generated frame buffer
        if (status != GL_FRAMEBUFFER_COMPLETE) // If the frame buffer does not report back as complete
        {
            cout << "Couldn't create frame buffer" << endl; // Output an error to the console
            exit(0); // Exit the application
        }
    glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer
}

void init(void) {
    //glEnable(GL_TEXTURE_2D); // Enable turing so we can bind our frame buffer ture
    glEnable(GL_DEPTH_TEST); // Enable depth testing
    initFrameBuffer(); // Create our frame buffer object
}

void keyOperations (void) {
    if (keyStates['a']) { // If the a key has been pressed
        // Perform 'a' key operations
    }
}

void renderTextures(void) {
    glBindFramebuffer(GL_FRAMEBUFFER, fbo); // Bind our frame buffer for rendering
    glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT); // Push our glEnable and glViewport states
    glViewport(0, 0, window_width, window_height); // Set the size of the frame buffer view port

    glDrawBuffer(GL_COLOR_ATTACHMENT0);
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set the clear colour
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear the depth and colour buffers
        glLoadIdentity();// Reset the modelview matrix
        glTranslatef(0.0f, 0.0f, -5.0f);
       //Add ambient light
        GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f}; //Color(0.2, 0.2, 0.2)
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor);

        //Add positioned light
        GLfloat lightColor0[] = {0.5f, 0.5f, 0.5f, 1.0f}; //Color (0.5, 0.5, 0.5)
        GLfloat lightPos0[] = {4.0f, 0.0f, 8.0f, 1.0f}; //Positioned at (4, 0, 8)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0);
        glLightfv(GL_LIGHT0, GL_POSITION, lightPos0);
        //Add directed light
        GLfloat lightColor1[] = {0.5f, 0.2f, 0.2f, 1.0f}; //Color (0.5, 0.2, 0.2)
        //Coming from the direction (-1, 0.5, 0.5)
        GLfloat lightPos1[] = {-1.0f, 0.5f, 0.5f, 0.0f};
        glLightfv(GL_LIGHT1, GL_DIFFUSE, lightColor1);
        glLightfv(GL_LIGHT1, GL_POSITION, lightPos1);
        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT0);
        glEnable(GL_LIGHT1);
        glEnable(GL_DEPTH_TEST);

        glutSolidTeapot(2.0);
        glColor3f(0.1,0.2,0.7);

    glDrawBuffer(GL_COLOR_ATTACHMENT1);
        glClearColor(0.5f, 0.5f, 0.0f, 1.0f); // Set the clear colour
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear the depth and colour buffers
        glLoadIdentity();// Reset the modelview matrix
        glTranslatef(0.0f, 0.0f, -5.0f);
        glutSolidTorus(0.80, 1.6, 50, 100);
        glColorMaterial ( GL_FRONT_AND_BACK, GL_EMISSION ) ;
        glEnable ( GL_COLOR_MATERIAL ) ;

    glDrawBuffer(GL_COLOR_ATTACHMENT2);
        glClearColor(0.5f, 0.0f, 0.0f, 1.0f); // Set the clear colour
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear the depth and colour buffers
        glLoadIdentity();// Reset the modelview matrix
        glTranslatef(0.0f, 0.0f, -2.0f);
        glutSolidTetrahedron();
        glColorMaterial ( GL_FRONT_AND_BACK, GL_EMISSION ) ;
        glEnable ( GL_COLOR_MATERIAL ) ;

    glDrawBuffer(GL_COLOR_ATTACHMENT3);
        glClearColor(0.5f, 0.0f, 0.3f, 1.0f); // Set the clear colour
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear the depth and colour buffers
        glLoadIdentity();// Reset the modelview matrix
        glTranslatef(0.0f, 0.0f, -2.0f);
        glutSolidOctahedron();
        glColorMaterial ( GL_FRONT_AND_BACK, GL_EMISSION ) ;
        glEnable ( GL_COLOR_MATERIAL ) ;

    glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our ture

    glActiveTexture(GL_TEXTURE0);
    //glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, fbo_texture0);
    glUniform1i(glGetUniformLocation(shaderProgram, "tex0"), 0);

    glActiveTexture(GL_TEXTURE1);
    //glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, fbo_texture1);
    glUniform1i(glGetUniformLocation(shaderProgram, "tex1"), 1);

    glActiveTexture(GL_TEXTURE2);
    //glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, fbo_texture2);
    glUniform1i(glGetUniformLocation(shaderProgram, "tex2"), 2);

    glActiveTexture(GL_TEXTURE3);
    //glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, fbo_texture3);
    glUniform1i(glGetUniformLocation(shaderProgram, "tex3"), 3);

glPopAttrib(); // Restore our glEnable and glViewport states
glutSwapBuffers();
}

static char* textFileRead(const char *fileName) {
    char* text;

    if (fileName != NULL) {
        FILE *file = fopen(fileName, "rt");

        if (file != NULL) {
            fseek(file, 0, SEEK_END);
            int count = ftell(file);
            rewind(file);

            if (count > 0) {
                text = (char*)malloc(sizeof(char) * (count + 1));
                count = fread(text, sizeof(char), count, file);
                text[count] = '\0';
            }
            fclose(file);
        }
    }
    return text;
}

void initShader(){
    char* vsSource = textFileRead("./shader/multitexture.vs");
    char* fsSource = textFileRead("./shader/multitexture.fs");

    printf("%s\n",fsSource);

    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, (const GLchar **)(&vsSource), NULL);
    glCompileShader(vertexShader);
    printInfoLog(vertexShader);

    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, (const GLchar **)(&fsSource), NULL);
    glCompileShader(fragmentShader);
    printInfoLog(fragmentShader);

    delete [] vsSource;
    delete [] fsSource;

    shaderProgram = glCreateProgram();

    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
}



void display (void) {
    keyOperations(); // Perform any key presses
            glUseProgram(0);
    renderTextures(); // Render our teapot scene into our frame buffer
            GLsync s = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
            glUseProgram(shaderProgram);
    glClearColor(0.0f, 1.0f, 0.0f, 1.0f); // Clear the background of our window to red
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear the colour buffer (more buffers later on)
    glLoadIdentity(); // Load the Identity Matrix to reset our drawing locations
    glTranslatef(-4.7f, 1.0f, -4.0f);

    glWaitSync(s, 0, GL_TIMEOUT_IGNORED); 
        glDeleteSync(s);
    glBindTexture(GL_TEXTURE_2D, fbo_texture0); // Bind our frame buffer ture
    glBegin(GL_QUADS);
        glColor4f(1, 1, 1, 1);
        glTexCoord2f(0.0f, 0.0f);
        glVertex3f(-1.0f, -1.0f, 0.0f); // The bottom left corner
        glTexCoord2f(0.0f, 1.0f);
        glVertex3f(-1.0f, 1.0f, 0.0f); // The top left corner
        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(1.0f, 1.0f, 0.0f); // The top right corner
        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(1.0f, -1.0f, 0.0f); // The bottom right corner
    glEnd();
    glBindTexture(GL_TEXTURE_2D, 0); // Unbind any tures

    glLoadIdentity();
    glTranslatef(-2.5f, 1.0f, -4.0f);

    glBindTexture(GL_TEXTURE_2D, fbo_texture1); // Bind our frame buffer ture
        glBegin(GL_QUADS);
            glColor4f(1, 1, 1, 1);
            glTexCoord2f(0.0f, 0.0f);
            glVertex3f(-1.0f, -1.0f, 0.0f); // The bottom left corner
            glTexCoord2f(0.0f, 1.0f);
            glVertex3f(-1.0f, 1.0f, 0.0f); // The top left corner
            glTexCoord2f(1.0f, 1.0f);
            glVertex3f(1.0f, 1.0f, 0.0f); // The top right corner
            glTexCoord2f(1.0f, 0.0f);
            glVertex3f(1.0f, -1.0f, 0.0f); // The bottom right corner
        glEnd();
    glBindTexture(GL_TEXTURE_2D, 0); // Unbind any tures

    glLoadIdentity();
    glTranslatef(-0.3f, 1.0f, -4.0f);

    glBindTexture(GL_TEXTURE_2D, fbo_texture2); // Bind our frame buffer ture
    glBegin(GL_QUADS);
        glColor4f(1, 1, 1, 1);
        glTexCoord2f(0.0f, 0.0f);
        glVertex3f(-1.0f, -1.0f, 0.0f); // The bottom left corner
        glTexCoord2f(0.0f, 1.0f);
        glVertex3f(-1.0f, 1.0f, 0.0f); // The top left corner
        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(1.0f, 1.0f, 0.0f); // The top right corner
        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(1.0f, -1.0f, 0.0f); // The bottom right corner
    glEnd();
    glBindTexture(GL_TEXTURE_2D, 0); // Unbind any tures

    glLoadIdentity();
    glTranslatef(1.9f, 1.0f, -4.0f);

    glBindTexture(GL_TEXTURE_2D, fbo_texture3); // Bind our frame buffer ture
    glBegin(GL_QUADS);
        glColor4f(1, 1, 1, 1);
        glTexCoord2f(0.0f, 0.0f);
        glVertex3f(-1.0f, -1.0f, 0.0f); // The bottom left corner
        glTexCoord2f(0.0f, 1.0f);
        glVertex3f(-1.0f, 1.0f, 0.0f); // The top left corner
        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(1.0f, 1.0f, 0.0f); // The top right corner
        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(1.0f, -1.0f, 0.0f); // The bottom right corner
    glEnd();
    glBindTexture(GL_TEXTURE_2D, 0); // Unbind any tures

    glLoadIdentity();
    glTranslatef(4.1f, 1.0f, -4.0f);

    glBindTexture(GL_TEXTURE_2D, fbo_texture4); // Bind our frame buffer ture
    glBegin(GL_QUADS);
        glColor4f(1, 1, 1, 1);
        glTexCoord2f(0.0f, 0.0f);
        glVertex3f(-1.0f, -1.0f, 0.0f); // The bottom left corner
        glTexCoord2f(0.0f, 1.0f);
        glVertex3f(-1.0f, 1.0f, 0.0f); // The top left corner
        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(1.0f, 1.0f, 0.0f); // The top right corner
        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(1.0f, -1.0f, 0.0f); // The bottom right corner
    glEnd();
    glBindTexture(GL_TEXTURE_2D, 0); // Unbind any tures

    glutSwapBuffers();
}

void reshape (int width, int height) {
    glViewport(0, 0, (GLsizei)width, (GLsizei)height); // Set our viewport to the size of our window
    glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed
    glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up)
    gluPerspective(60, (GLfloat)width / (GLfloat)height, 1.0, 100.0); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes
    glMatrixMode(GL_MODELVIEW); // Switch back to the model view matrix, so that we can start drawing shapes correctly
}

void keyPressed (unsigned char key, int x, int y) {
    keyStates[key] = true; // Set the state of the current key to pressed
}

void keyUp (unsigned char key, int x, int y) {
    keyStates[key] = false; // Set the state of the current key to not pressed
}

int main (int argc, char **argv) {
    glutInit(&argc, argv); // Initialize GLUT
    glutInitDisplayMode (GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGBA); // Set up a basic display buffer (only single buffered for now)
    glutInitWindowSize (1280, 500); // Set the width and height of the window
    glutInitWindowPosition (100, 100); // Set the position of the window
    glutCreateWindow ("OpenGL FBO"); // Set the title for the window

    if (GLEW_OK != glewInit()) {
        std::cout << "Couldn't initialize GLEW" << std::endl;
        exit(0);
    }
    initShader();
    init();

    glutDisplayFunc(display); // Tell GLUT to use the method "display" for rendering
    glutIdleFunc(display); // Tell GLUT to use the method "display" for rendering
    glutReshapeFunc(reshape); // Tell GLUT to use the method "reshape" for reshaping
    glutKeyboardFunc(keyPressed); // Tell GLUT to use the method "keyPressed" for key presses
    glutKeyboardUpFunc(keyUp); // Tell GLUT to use the method "keyUp" for key up events
    glutMainLoop(); // Enter GLUT's main loop
}

以下是顶点着色器:

void main(void) 
{ 
    gl_TexCoord[0] = gl_MultiTexCoord0;
    gl_Position = ftransform();
}

这是片段着色器:

uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform sampler2D tex3;

void main(void) 
{ 
    gl_FragColor = texture2D(tex0, gl_TexCoord[0].st);
}

编辑 #1

按照@Damon的建议修改代码(代码也已经编辑),以下是结果的截图:

enter image description here 图像 3

现在,我真的不知道问题到底是什么。我尝试将片段着色器更改为访问另一个纹理,例如gl_FragColor = texture2D(tex2, gl_TexCoord[0].st);,但我仍然得到与上面相同的显示效果。所以我认为这绝对不是模型视图/投影问题。

编辑 #2

问题仍然不清楚。但是,我尝试在程序中只给出一个glActiveTexture(GL_TEXTUREn);命令,并注释掉其他glActiveTexture命令(没有着色器修改),并获得了以下结果:

enter image description here 图像 4 只有glActiveTexture(GL_TEXTURE0);被激活。

enter image description here 图像 5 只有glActiveTexture(GL_TEXTURE1);被激活。

enter image description here 图像 6 只有glActiveTexture(GL_TEXTURE2);被激活。

enter image description here 图像 7 只有glActiveTexture(GL_TEXTURE3);被激活。

当至少有 2 个glActiveTexture(GL_TEXTUREn); 被激活时,我得到与 图像 5 相同的结果。这让我想知道问题究竟是什么。


你找到问题的原因了吗?我也遇到了完全相同的问题,真的快被搞疯了。 - Andrea3000
很遗憾,不行。对于我的迟回复,我感到抱歉。 - fatarms
2个回答

3

initShader 编译并链接着色器。你似乎在renderTextures中以正确的方式绑定了纹理到纹理单元(在解绑FBO之后,这很重要以保持同步)。到目前为止一切都很好,但我找不到代码中的glUseProgram。这意味着渲染将回退到固定功能,此时没有任何纹理绑定。

片段着色器只从tex0读取,因此你不会预期看到tex1-tex3(但我猜这只是最小工作示例代码)。

除此之外,在我阅读代码5分钟后,它看起来还不错。

(顺便说一句:init 调用 glEnable(GL_TEXTURE_2D),这不是严格错误,但一旦使用着色器就变得无用,请参阅此处。)


谢谢,非常感谢您的时间。顺便说一下,不使用glUseProgram是一个愚蠢的错误。因此,我在display()方法上通过对glEnable(GL_TEXTURE_2D)进行注释,并使用glUseProgram(shaderProgram)对代码进行了修订。然而,我得到了相同的结果(所有贴图都是黑色的),并且收到了一些警告:“warning <#332> gl_TexCoord仅适用于兼容配置文件”和“warning <#332> gl_MultiTexCoord0仅适用于兼容配置文件”。有没有办法可以修复着色器脚本? - fatarms
1
在您编辑的代码中,在renderTextures()之前激活着色器程序(glUseProgram)是不合理的。实际上,在此之后激活它才有意义(实际上,应该使用glUseProgram(0)),因为它使用的纹理作为输入,在此时尚未定义也未绑定。关于兼容性警告,"正确"的方法是使用通用顶点属性,但由于您肯定使用了兼容性上下文(在整个代码中都使用了固定功能!),所以这应该没问题。然而,您应该在着色器代码中加入#version 150 compatibility来消除任何疑虑。 - Damon
关于 glUseProgram(0),我的意思是在绘制几何图形之前使用它,除了之后的 glUseProgram(shaderProgram)。由于 display 将被调用多次,你不能假设没有着色器被绑定(这只有第一次是真的)。你想要在没有着色器的情况下绘制你的茶壶。至于纹理访问,我看不出任何问题。着色器访问 tex0,它被绑定(行 190-193)到纹理单元 0,它指的是 fbo_texture0。(当你渲染你的茶壶时状态变化有点奇怪,但你说这个可以工作,所以我们忽略它。) - Damon
1
除了没有正确启用/禁用着色器之外,我所看到的唯一可能的原因是同步问题,即在GPU完成绘制之前读取纹理。但我真的不相信这就是发生的事情。首先,在绑定纹理之前,您确实取消绑定了FBO,这应该正确同步(而被读取的是第一个渲染的),其次,如果存在同步问题,人们至少会期望有些半绘制的帧,而不仅仅是一直是黑屏。 - Damon
1
现在看起来像是同步问题,但我不明白为什么。嗯...既然你正在使用GLSL 1.5,你有OpenGL 3.2,所以ARB_sync必须存在,值得一试:在第266行(调用renderTextures()的位置)后插入GLsync s = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);,并在第274行之前插入glWaitSync(s, 0, GL_TIMEOUT_IGNORED); glDeleteSync(s);。这将强制阻塞,在使用纹理之前,直到glFenceSync调用之前的所有渲染命令都被实现。希望这样能解决问题(当然还应该有更简洁的方法)。 - Damon
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0
这样怎么样:
glBindFramebuffer(GL_FRAMEBUFFER, fbo); // Bind our frame buffer for rendering
glDrawBuffer(GL_COLOR_ATTACHMENT4);
glBindTexture(GL_TEXTURE_2D, fbo_texture0); // bind texture that is rendered in 0-th attachment
glBegin(GL_QUADS);
    glColor4f(1, 1, 1, 1);
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(-1.0f, -1.0f, 0.0f); // The bottom left corner
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(-1.0f, 1.0f, 0.0f); // The top left corner
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(1.0f, 1.0f, 0.0f); // The top right corner
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(1.0f, -1.0f, 0.0f); // The bottom right corner
glEnd();
glBindFramebuffer(GL_FRAMEBUFFER, 0);

你只需将纹理绑定到第0个附件,然后渲染到第4个附件。


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