LWJGL 无法在着色器中采样帧缓冲纹理

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【中文标题】LWJGL 无法在着色器中采样帧缓冲纹理【英文标题】:LWJGL Can't sample framebuffer texture in the shader 【发布时间】:2016-01-19 11:46:45 【问题描述】:

我正在尝试使用帧缓冲区制作后处理着色器。但是当我尝试在着色器中对纹理进行采样时,它什么也没做。

只要我评论该行(在片段着色器中)

vec4 textureColour = texture(screenTexture, textureCoords);

一切都恢复正常

FrameBuffer.java

package postprocessing;

import java.nio.ByteBuffer;

import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL14;
import org.lwjgl.opengl.GL30;
import org.lwjgl.opengl.GL32;

public class FrameBuffer 

protected static final int WIDTH = Display.getWidth();
private static final int HEIGHT = Display.getHeight();

private int framebuffer;
private int texture;
private int depthBuffer;
private int depthTexture;

public FrameBuffer()

    initialise();


public void cleanUp()

    GL30.glDeleteFramebuffers(framebuffer);
    GL11.glDeleteTextures(texture);
    GL30.glDeleteRenderbuffers(depthBuffer);
    GL11.glDeleteTextures(depthTexture);


public int getTexture()

    return texture;


public int getDepthTexture()

    return depthTexture;


private void initialise()

    framebuffer = createFrameBuffer();
    texture = createTextureAttachment(WIDTH, HEIGHT);
    depthBuffer = createDepthBufferAttachment(WIDTH, HEIGHT);
    depthTexture = createDepthTextureAttachment(WIDTH, HEIGHT);
    unbindCurrentFrameBuffer();


public void bindFrameBuffer()
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);//To make sure the texture isn't bound
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer);
    GL11.glViewport(0, 0, WIDTH, HEIGHT);


public void unbindCurrentFrameBuffer() //call to switch to default frame buffer
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
    GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());


private int createFrameBuffer() 
    int frameBuffer = GL30.glGenFramebuffers();
    //generate name for frame buffer
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBuffer);
    //create the framebuffer
    GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0);
    //indicate that we will always render to color attachment 0
    return frameBuffer;


private int createTextureAttachment( int width, int height) 
    int texture = GL11.glGenTextures();
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, width, height,
            0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0,
            texture, 0);
    return texture;


private int createDepthTextureAttachment(int width, int height)
    int texture = GL11.glGenTextures();
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL14.GL_DEPTH_COMPONENT32, width, height, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, texture, 0);
    return texture;


private int createDepthBufferAttachment(int width, int height) 
    int depthBuffer = GL30.glGenRenderbuffers();
    GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBuffer);
    GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL11.GL_DEPTH_COMPONENT, width,
            height);
    GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT,
            GL30.GL_RENDERBUFFER, depthBuffer);
    return depthBuffer;


FrameBufferShader.java

package postprocessing;

import shaders.ShaderProgram;

public class FrameBufferShader extends ShaderProgram 

private static final String VERTEX_FILE = "src/postprocessing/vertexShader.txt";
private static final String FRAGMENT_FILE = "src/postprocessing/fragmentShader.txt";

private int location_texture;
private int location_depthMap;

public FrameBufferShader()

    super(VERTEX_FILE, FRAGMENT_FILE);


@Override
protected void getAllUniformLocations()

    bindAttributes(0, "position");


@Override
protected void bindAttributes()

    location_texture = super.getUniformLocation("screenTexture");
    location_depthMap = super.getUniformLocation("depthMap");


public void connectTextureUnits()

    super.loadInt(location_texture, 0);
    super.loadInt(location_depthMap, 1);


FrameBufferRenderer.java

package postprocessing;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;

import models.RawModel;
import renderEngine.Loader;

public class FrameBufferRenderer 

private RawModel quad;
private FrameBufferShader shader;
private FrameBuffer fbo;

public FrameBufferRenderer(Loader loader, FrameBufferShader shader, FrameBuffer fbo)

    this.fbo = fbo;
    this.shader = shader;
    setUpVAO(loader);
    shader.start();
    shader.connectTextureUnits();
    shader.stop();


public void render()

    prepareRender();
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, quad.getVertexCount());
    unbind();


private void prepareRender()

    shader.start();
    GL30.glBindVertexArray(quad.getVaoID());
    GL20.glEnableVertexAttribArray(0);
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.getTexture());
    GL13.glActiveTexture(GL13.GL_TEXTURE1);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.getDepthTexture());

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);


private void unbind()

    GL11.glDisable(GL11.GL_BLEND);
    GL20.glDisableVertexAttribArray(0);
    GL30.glBindVertexArray(0);
    shader.stop();


private void setUpVAO(Loader loader) 
    float[] vertices =  -1, -1, 1, -1, 1, 1, -1, 1 ;
    quad = loader.loadtoVAO(vertices, 2);


顶点着色器

#version 400

in vec2 position;

void main()

    gl_Position = vec4(position.x, position.y, 0.0, 1.0);

片段着色器

#version 400

in vec2 textureCoords;

out vec4 outColor;

uniform sampler2D screenTexture;
uniform sampler2D depthTexture;

void main()

    vec4 textureColour = texture(screenTexture, textureCoords);

    outColor = vec4(1.0, 1.0, 1.0, 1.0);

【问题讨论】:

【参考方案1】:

您无法在着色器中对目标纹理进行采样。

您可以做的是制作一个新纹理并将其作为上一步的目标纹理,并将其用作当前步骤中的普通纹理。

【讨论】:

你能举个例子吗?我觉得我不太明白 @AppleBunny:你不明白什么? You cannot read from the texture you are writing to。因此,如果您想从之前编写的纹理中读取数据,则必须更改要渲染到的帧缓冲区。

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