使用FBO和纹理进行屏幕外渲染时出现黑屏问题

3

我正在Mac OS X (10.12)上开发一个简单的离屏渲染应用程序,但总是出现黑屏。我确认着色器编译和链接没有问题,并且将纹理更改为单一颜色也没有问题。然后我注释掉了与深度信息相关的代码,但没有效果。在单步调试时,没有发现glGetError()返回错误。以下是代码,请问有什么问题?

GLuint program;
if (compile_link_shader(vertex_shader_source, fragment_shader_source, &program) < 0) {
   base_error_log("call compile_link_shader failed\n");
   return -1;
}
glViewport(0, 0, target->width, target->height);

GLuint vao, vbo, ibo, loc_attr;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ibo);

glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);

glBufferData(GL_ARRAY_BUFFER, sizeof(pos_coord), pos_coord, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(element_index), element_index, GL_STATIC_DRAW);

loc_attr = _static_cast(GLuint) glGetAttribLocation(program, "vertexPosition");
glVertexAttribPointer(loc_attr, 2, GL_FLOAT, GL_FALSE,
                          4 * sizeof(GLfloat), _static_cast(GLvoid*) (0 * 2 * sizeof(GLfloat)));
glEnableVertexAttribArray(loc_attr);

loc_attr = (GLuint) glGetAttribLocation(program, "textureCoordinate");
glVertexAttribPointer(loc_attr, 2, GL_FLOAT, GL_FALSE,
                          4 * sizeof(GLfloat), (GLvoid*) (1 * 2 * sizeof(GLfloat)));
glEnableVertexAttribArray(loc_attr);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
GLuint texture;
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
/* glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); // Removed from GL 3.1 and above */

glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLenum format = origin->channels == 3 ? GL_RGB : GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, format, origin->width, origin->height, 0,
                 format, GL_UNSIGNED_BYTE, origin->image);
glGenerateMipmap(GL_TEXTURE_2D);

glBindTexture(GL_TEXTURE_2D, 0);

GLuint fbo;
GLuint depthBufferName;
glGenRenderbuffers(1, &depthBufferName);
glBindRenderbuffer(GL_RENDERBUFFER, depthBufferName);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, origin->width, origin->height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);

glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);

glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBufferName);

if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
        base_error_log("glCheckFramebufferStatus not GL_FRAMEBUFFER_COMPLETE\n");
    return -1;
}

glUseProgram(program);

GLint loc_uniform = glGetUniformLocation(program, "texture");
glUniform1i(loc_uniform, texture);

glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);

glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glDrawElements(GL_TRIANGLES, 2 * 3, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);

glReadBuffer(GL_COLOR_ATTACHMENT0);
target->image = malloc(_static_cast(size_t) (target->width * target->height * target->channels));
if (!target->image) {
     base_error_log("malloc target->image failed\n");
     return -1;
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glReadPixels(0, 0, target->width, target->height, (target->channels == 3 ? GL_RGB : GL_RGBA),
                 GL_UNSIGNED_BYTE, target->image);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);

另一部分内容如下:

#define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED
#define GLEW_STATIC
#include <GL/glew.h>
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl3.h>
#include <OpenGL/gl3ext.h>
static GLfloat pos_coord[] = {
        // Vertex Positions     // Texture Coordinates
        -1.0f,  1.0f,           0.0f, 1.0f, // Left Top
         1.0f,  1.0f,           1.0f, 1.0f, // Right Top
         1.0f, -1.0f,           1.0f, 0.0f, // Right Bottom
        -1.0f, -1.0f,           0.0f, 0.0f, // Left Bottom
};
static GLuint element_index[] = { // Note that we start from 0 with GL_CCW!
        0, 3, 2, // First Triangle
        0, 2, 1, // Second Triangle
};
static const char *vertex_shader_source = ""
        "#version 330 core\n"
        "precision mediump float;\n"
        "in vec2 vertexPosition;\n"
        "in vec2 textureCoordinate;\n"
        "out vec2 varyingTextureCoordinate;\n"
        "void main() {\n"
        "    gl_Position = vec4(vertexPosition, 0.0, 1.0);\n"
        "    varyingTextureCoordinate = textureCoordinate;\n"
        "}";
static const char *default_fragment_shader_source = ""
        "#version 330 core\n"
        "precision mediump float;\n"
        "in vec2 varyingTextureCoordinate;\n"
        "out vec4 fragmentColor;\n"
        "uniform sampler2D texture;\n"
        "void main() {\n"
        "    fragmentColor = texture(texture, varyingTextureCoordinate);\n"
       /* "    fragmentColor = vec4(1.0, 1.0, 0.0, 1.0);\n" */ // this line work fine
        "}";

以下代码具有相同的效果:黑屏。这是由于相同的问题引起的吗?
glViewport(0, 0, target->width, target->height);

GLuint vao, vbo, ibo, loc_attr;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ibo);

glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);

glBufferData(GL_ARRAY_BUFFER, sizeof(pos_coord), pos_coord, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(element_index), element_index, GL_STATIC_DRAW);

loc_attr = _static_cast(GLuint) glGetAttribLocation(program, "vertexPosition");
glVertexAttribPointer(loc_attr, 2, GL_FLOAT, GL_FALSE,
                      4 * sizeof(GLfloat), _static_cast(GLvoid*) (0 * 2 * sizeof(GLfloat)));
glEnableVertexAttribArray(loc_attr);

loc_attr = (GLuint) glGetAttribLocation(program, "textureCoordinate");
glVertexAttribPointer(loc_attr, 2, GL_FLOAT, GL_FALSE,
                      4 * sizeof(GLfloat), (GLvoid*) (1 * 2 * sizeof(GLfloat)));
glEnableVertexAttribArray(loc_attr);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);

glActiveTexture(GL_TEXTURE0);
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
/* glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); // Removed from GL 3.1 and above */

glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLenum format = origin->channels == 3 ? GL_RGB : GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, format, origin->width, origin->height, 0,
             format, GL_UNSIGNED_BYTE, origin->image);
glGenerateMipmap(GL_TEXTURE_2D);

glBindTexture(GL_TEXTURE_2D, 0);

GLuint fbo;
GLuint colorBufferName, depthBufferName;

glGenRenderbuffers(1, &colorBufferName);
glBindRenderbuffer(GL_RENDERBUFFER, colorBufferName);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, origin->width, origin->height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);

glGenRenderbuffers(1, &depthBufferName);
glBindRenderbuffer(GL_RENDERBUFFER, depthBufferName);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, origin->width, origin->height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);

glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);

glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBufferName);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBufferName);

if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
    base_error_log("glCheckFramebufferStatus not GL_FRAMEBUFFER_COMPLETE\n");
    return -1;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);

glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glUseProgram(program);

GLint loc_uniform = glGetUniformLocation(program, "texture");
glUniform1i(loc_uniform, texture);

glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glDrawElements(GL_TRIANGLES, 2 * 3, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);

glDrawBuffer(GL_COLOR_ATTACHMENT0);
glReadBuffer(GL_COLOR_ATTACHMENT0);

target->image = malloc(_static_cast(size_t) (target->width * target->height * target->channels));
if (!target->image) {
    base_error_log("malloc target->image failed\n");
    return -1;
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glReadPixels(0, 0, target->width, target->height, (target->channels == 3 ? GL_RGB : GL_RGBA),
             GL_UNSIGNED_BYTE, target->image);

glBindFramebuffer(GL_FRAMEBUFFER, 0);
1个回答

5

texture是帧缓冲的颜色附件,它被写入,而纹理采样器绑定到它上面并进行读取。这是一种未定义的行为。

Khronos OpenGL文档Framebuffer Object - Feedback Loops说:

可以将纹理绑定到FBO,将同一纹理绑定到着色器,然后尝试同时渲染。
只要防止从该图像采样,将纹理的一个图像绑定到FBO并使用该纹理进行渲染是完全有效的。如果您尝试读取和写入同一图像,则会获得未定义的结果。这意味着它可能会做你想要的事情,采样器可能会获得旧数据,采样器可能会获得一半旧数据和一半新数据,或者它可能会获得垃圾数据。所有这些都是可能的结果。
不要这样做。您将获得未定义的行为。


由于texture是活动帧缓冲区的颜色附件,所以glClear命令将清除纹理

glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);

.....

glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

如果你想渲染到纹理上,那么你需要创建第二个纹理,并将其附加到帧缓冲器的颜色平面并进行写操作。
另请参阅:
- OpenGl读写同一纹理 - 帧缓冲对象扩展示例


回答的扩展

你需要将纹理单元的索引设置为纹理采样器统一变量,而不是纹理对象本身。纹理单元由 glActiveTexture 设置,glBindTexture 将纹理绑定到目标(例如 GL_TEXTURE_2D)和活动纹理单元。
顺便说一句,你需要重新命名统一变量 texture 的名称,因为它与 GLSL 函数 texture 的名称相同。在以下代码中,我使用 u_texture

GLint loc_uniform = glGetUniformLocation( program, "u_texture" );

.....

int textureUnitIndex = 0; // 0, 1, 2 ...
glActiveTexture( GL_TEXTURE0 + textureUnitIndex );
glBindTexture( GL_TEXTURE_2D, texture );

.....

glUseProgram( program );
glUniform1i( loc_uniform, textureUnitIndex ); // <-- index of the texture unit
                                              //     NOT the texture object

非常感谢您的解释。我使用两个纹理进行了修复。如果我使用颜色渲染缓冲区,那么创建两个帧缓冲区并复制缓冲区是唯一的方法吗?[作为问题的补充] - Dabo
非常感谢您的出色和完美建议,程序已恢复正常并且运行良好,我也理解了很多! - Dabo

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