OpenGL帧缓冲渲染到纹理不起作用

5

我正在使用Java和JOGL实验帧缓冲来创建光晕效果,但是我遇到了问题。目前,我的目标是将我的飞船模型渲染到一个帧缓冲纹理中,并使用一个照明纹理进行贴图,然后将帧缓冲纹理绘制到一个三角形扇形四边形上。我正在使用OpenGL 2.1和/或2.0。以下是生成帧缓冲及其纹理的代码:

private int createFrameBuffer(GL2GL3 gl) {
    _frameBufferTextureId = GLHelper.makeTextureBuffer(gl, GL2GL3.GL_RGBA, _width / 2, _height / 2, 0, GL2GL3.GL_RGBA,
            GL2GL3.GL_UNSIGNED_BYTE, GL2GL3.GL_TEXTURE_MIN_FILTER, GL2GL3.GL_TEXTURE_MIN_FILTER, GL2GL3.GL_REPEAT, null);
    int frameBufferId = GLHelper.makeFrameBuffer(gl, _frameBufferTextureId, _width / 2, _height / 2);
    return frameBufferId;
}

public static int makeTextureBuffer(GL2GL3 gl, int glEnumInternalFormat, int width, int height, int border,
        int glEnumPixelFormat, int glEnumPixelType, int glEnumMinFilter, int glEnumMagFilter, int glEnumWrapMode,
        File textureFile) {
    ByteBuffer textureDataBuffer = null;
    if (textureFile != null) {
        String filePath = textureFile.getPath();
        String extension = filePath.substring(filePath.lastIndexOf('.') + 1, filePath.length());
        TextureData textureData = null;
        try {
            textureData = TextureIO.newTextureData(gl.getGLProfile(), textureFile, false, extension);
        } catch (IOException e) {
            throw new RuntimeException("Error reading texture");
        }
        textureDataBuffer = getProperlyFormattedBuffer(textureData);
    }
    IntBuffer texture = IntBuffer.allocate(1);
    gl.glGenTextures(1, texture);
    gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, texture.get(0));
    gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MIN_FILTER, glEnumMinFilter);
    gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MAG_FILTER, glEnumMagFilter);
    gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_S, glEnumWrapMode);
    gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_T, glEnumWrapMode);
    gl.glTexImage2D(GL2GL3.GL_TEXTURE_2D, 0, glEnumInternalFormat, width, height, border, glEnumPixelFormat, glEnumPixelType,
            textureDataBuffer);
    gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, 0);
    return texture.get(0);
}

public static int makeFrameBuffer(GL2GL3 gl, int textureBufferId, int width, int height) {
    IntBuffer frameBuffer = IntBuffer.allocate(1);
    gl.glGenFramebuffers(1, frameBuffer);
    gl.glBindFramebuffer(GL2GL3.GL_FRAMEBUFFER, frameBuffer.get(0));
    gl.glFramebufferTexture2D(GL2GL3.GL_FRAMEBUFFER, GL2GL3.GL_COLOR_ATTACHMENT0, GL2GL3.GL_TEXTURE_2D, textureBufferId, 0);
    verifyFrameBuffer(gl);
    gl.glBindFramebuffer(GL2GL3.GL_FRAMEBUFFER, 0);
    return frameBuffer.get(0);
}

private void drawTextureQuad(GL2GL3 gl) {
    _glowShader.bind(gl);
    int textureLocation = _glowShader.getUniformFields().getIlluminationTextureLocation();
    gl.glUniform1i(textureLocation, 0);
    gl.glActiveTexture(GL2GL3.GL_TEXTURE0);
    gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, _frameBufferTextureId);

    int vertexLocation = _glowShader.getAttributeFields().getVertexLocation();
    gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _textureQuadId);
    gl.glVertexAttribPointer(vertexLocation, 3, GL2GL3.GL_FLOAT, false, 0, 0);
    gl.glEnableVertexAttribArray(vertexLocation);

    int textureCoordLocation = _glowShader.getAttributeFields().getVertexTextureCoordinateLocation();
    gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _textureQuadCoordsId);
    gl.glVertexAttribPointer(textureCoordLocation, 2, GL2GL3.GL_FLOAT, false, 0, 0);
    gl.glEnableVertexAttribArray(textureCoordLocation);

    gl.glDrawArrays(GL2GL3.GL_TRIANGLE_FAN, 0, 4);
    _glowShader.unbind(gl);
}

在我的渲染循环中,我正在执行以下操作:
_glowShader.bind(gl);// bind my Shader object.
gl.glUniformMatrix4fv(_glowShader.getUniformFields().getProjectionMatrixLocation(), 1, true, _projectionMatrix.getBuffer());
gl.glUniformMatrix4fv(_glowShader.getUniformFields().getModelViewMatrixLocation(), 1, true, _modelViewMat.getBuffer());
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, _framebufferId);
gl.glDrawBuffers(1, _frameBufferAttachmentss); //contains GL_COLOR_ATTACHMENT0
gl.glViewport(0, 0, _width / 2, _height / 2); // same size as texture
_spaceship.draw(gl, _glowShader);// draw method in my ModelObject class
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
_glowShader.unbind(gl);

drawTextureQuad(gl);

当我运行这段代码时,我的四元数被正确绘制了,但纹理全部为黑色。当我在渲染循环中注释掉任何帧缓冲绑定时,模型会按预期呈现,因此我知道我的着色器代码没有问题。当我用从文件加载的另一个纹理替换_frameBufferTextureId时,该纹理会被正确绘制,因此我知道我的纹理坐标有效,并且我的着色器代码是正确的。但是每当我绑定我的帧缓冲时,我得不到任何我期望的东西。我也验证了我的帧缓冲,并且它是GL_FRAMEBUFFER_COMPLETE。我已经阅读了无数的教程和stackoverflow上的帖子,但我就是找不出我做错了什么。任何帮助都将不胜感激!谢谢。

可能没有关系,但是在 createFrameBuffer 中,你似乎两次传递了缩小过滤器而不是放大过滤器。 - Nicolas Lefebvre
我爱你!抱歉如果这让你感到不适,但那正是我的问题的根源!实际上我本不应该将GL_TEXTURE_MIN_FILTER作为参数传入glTexParameteri()方法中,因为那些是目标。我已经将它更改为GL_LINEAR作为GL_TEXTURE_MIN_FILTER和GL_TEXTURE_MAX_FILTER目标,现在它完美地运行了! :D - Wagan8r
啊,我不熟悉 jogl,所以我无法理解过滤器的工作原理,我以为它们可能是全局设置并分配给 GL_TEXTURE_MIN_FILTER。通过你的修复,现在更加清晰明了了 ;) - Nicolas Lefebvre
1个回答

2
正如Bethor所指出的,我在makeTextureBuffer方法中两次传递了GL_TEXTURE_MIN_FILTER参数。这导致了glTexParameteri()函数调用的重复:
gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MIN_FILTER, GL2GL2.GL_TEXTURE_MIN_FILTER);
gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MAG_FILTER, GL2GL2.GL_TEXTURE_MIN_FILTER);

当然,这毫无意义。将我的调用更改为传递GL_LINEAR解决了所有问题。

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