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。以上是关于LWJGL 无法在着色器中采样帧缓冲纹理的主要内容,如果未能解决你的问题,请参考以下文章