总之,我的全屏着色器不输出任何东西,为什么OpenGL + GLSL着色器不输出任何内容?
我正在GLSL写一个延期着色器,我已经到了我在屏幕空间应用灯光的阶段。我有一个环境通道,我基本上把GBuffer的diffuse强度写入默认的FBO,这很好。然后,我应用另一个全屏幕四边形来计算场景中的方向灯,再次从GBUffer获取这些样本,并且应该与默认的FBO混合。
我遇到的问题是定向光着色器不输出任何东西。我使用与环境传递相同的矩阵和变换,但没有任何变化。
我试过以下;
- 在环境通道的每个片段输出相同的颜色,以确保它完全输出。 (作品)
- 在定向光程的每个片段输出相同的颜色。 (仍然没有得到)
- 使用XY顶点坐标的屏幕分辨率而不是标准化坐标;
- 这适用于环境通行证,因为我可以看到结果按预期更改。
- 它没有改变任何方向光通,我得到相同的输出。
- 改变周围着色器从正常或位置缓冲器采样以确保纹理可以从(工作)
这里的应用程序代码进行采样;
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_GeometryBuffer->m_Name);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glDrawBuffers(1,draw_buffers);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_AmbientShader->Begin();
m_AmbientShader->SetUniformInt1("Diffuse",m_DiffuseTexture->m_TextureUnit);
// Draw full screen quad
glBegin(GL_QUADS);
glMultiTexCoord2i(GL_TEXTURE0,0,0);
glVertex2i(-1,-1);
glMultiTexCoord2i(GL_TEXTURE0,1,0);
glVertex2i(1,-1);
glMultiTexCoord2i(GL_TEXTURE0,1,1);
glVertex2i(1,1);
glMultiTexCoord2i(GL_TEXTURE0,0,1);
glVertex2i(-1,1);
glEnd();
m_AmbientShader->End();
const DirectionalLight& dl = scene.GetDirectionalLight();
glDrawBuffers(1, draw_buffers);
m_DirectionalLightShader->Begin();
m_DirectionalLightShader->SetUniformInt1("Diffuse",m_DiffuseTexture->m_TextureUnit);
m_DirectionalLightShader->SetUniformInt1("Position",m_PositionTexture->m_TextureUnit);
m_DirectionalLightShader->SetUniformInt1("Normal",m_NormalTexture->m_TextureUnit);
m_DirectionalLightShader->SetUniformFloat3("LightDir",dl.GetDirection());
m_DirectionalLightShader->SetUniformFloat3("LightAmb",dl.GetAmb());
m_DirectionalLightShader->SetUniformFloat3("LightDiff",dl.GetDiff());
m_DirectionalLightShader->SetUniformFloat3("LightSpec",dl.GetSpec());
m_DirectionalLightShader->SetUniformFloat3("LightAtt",dl.GetAtt());
m_DirectionalLightShader->SetUniformFloat1("LightIntensity",dl.GetIntensity());
// Draw full screen quad
glBegin(GL_QUADS);
glMultiTexCoord2i(GL_TEXTURE0,0,0);
glVertex2i(-1,-1);
glMultiTexCoord2i(GL_TEXTURE0,1,0);
glVertex2i(1,-1);
glMultiTexCoord2i(GL_TEXTURE0,1,1);
glVertex2i(1,1);
glMultiTexCoord2i(GL_TEXTURE0,0,1);
glVertex2i(-1,1);
glEnd();
m_DirectionalLightShader->End();
请原谅我,如果我的数学是错误的,我一直在插科打诨与着色器,试图得到任何形式输出的,但这里有着色器源文件;
< - directional_light.vert - >
varying out vec2 ScreenPos;
varying out vec3 VSLightDir;
uniform vec3 LightDir;
uniform vec3 LightAmb;
uniform vec3 LightDiff;
uniform vec3 LightSpec;
uniform float LightIntensity;
void main()
{
gl_Position = gl_Vertex;
ScreenPos = gl_MultiTexCoord0.st;
VSLightDir = normalize((gl_ModelViewMatrix * vec4(LightDir,0.0)).xyz);
}
< - directional_light.frag - >
// Gbuffer textures
uniform sampler2D Diffuse;
uniform sampler2D Position;
uniform sampler2D Normal;
in vec2 ScreenPos;
uniform vec3 LightDir;
uniform vec3 LightAmb;
uniform vec3 LightDiff;
uniform vec3 LightSpec;
uniform float LightIntensity;
in vec3 VSLightDir;
out vec4 OutColour;
void main()
{
// Sample from the GBuffer
vec4 Diffuse = texture2D(Diffuse, ScreenPos);
vec4 VSPos = texture2D(Position, ScreenPos);
vec4 MRT2 = texture2D(Normal, ScreenPos);
vec3 VSNormal = normalize(MRT2.xyz);
float Shininess = MRT2.w;
float LDotN = dot(VSNormal, VSLightDir);
vec3 View = -normalize(VSPos.xyz);
// Compute ambient contribution
vec3 ambient = LightIntensity * LightAmb * Diffuse.xyz;
// Compute diffuse contribution
vec3 diffuse = LightIntensity * LightDiff * Diffuse.xyz * max(0.0, LDotN);
// Compute specular contribution
vec3 HalfWay = normalize(LightDir + View);
vec3 specular = (LDotN <= 0.0)
? vec3(0.0)
: LightIntensity * LightSpec * Diffuse.xyz * pow(max(0.0, dot(VSNormal,HalfWay)), Shininess);
OutColour = vec4(ambient + diffuse + specular, Diffuse.a);
//OutColour = vec4(0.0,0.0,1.0,1.0); //Debug line
}
< - ambient.vert - >
varying out vec2 ScreenPos;
void main()
{
gl_Position = gl_Vertex;
// Used for the position to sample from GBuffer
ScreenPos = gl_MultiTexCoord0.st;
}
< - ambient.frag - >
// Gbuffer textures
uniform sampler2D Diffuse;
in vec2 ScreenPos;
out vec4 OutColour;
void main()
{
OutColour = texture2D(Diffuse, ScreenPos);
//OutColour = vec4(0.0,0.0,1.0,1.0);
}
非常感谢你的答复,只是禁用深度测试,它绝对有效。我期待将它们混合为轻量级贡献,以便添加至饱和度。 glBlendFunc(GL_ONE,GL_ONE)会实现这个吗?我有一个固定的函数替代管道来测试我是否得到相同的结果,但它们略有不同。 – 2012-04-16 10:01:46
@RDay:是的,那blendfunc应该做你想做的。不要忘记glEnable(GL_BLEND) – Tim 2012-04-16 17:23:04
太棒了,再次感谢你! – 2012-04-16 19:15:37