2014-09-23 79 views
0

我在写一个延期着色代码。
我有一个FBO有4个颜色附件(纹理)和深度附件(渲染缓冲区)。
我用着色器呈现场景,写入这4个颜色附件。
问题是,第0个颜色附件的数据也写入其他。GLSL MRT将相同的数据写入所有颜色附件

下面是我的代码:

Renderer_Deferred.java 
    public class Renderer_Deferred 
    { 
     private final int FBO; 
     private final int depthbuffer; 
     public final int positiontexture, diffusetexture, normaltexture, bumpmap; 

    Renderer_Deferred() 
    { 
     System.out.println("Setting up the deferrer.."); 
     positiontexture = GL11.glGenTextures(); 
     diffusetexture = GL11.glGenTextures(); 
     normaltexture = GL11.glGenTextures(); 
     bumpmap = GL11.glGenTextures(); 
     FBO = glGenFramebuffers(); 
     glBindFramebuffer(GL_FRAMEBUFFER, FBO); 

     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, positiontexture); 
     GL11.glTexParameterf(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); 
     GL11.glTexParameterf(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); 
     GL11.glTexImage2D(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, 0, GL30.GL_RGB32F, Configuration.displayWidth, Configuration.displayheight, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, (java.nio.ByteBuffer) null); 
     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, 0); 

     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, diffusetexture); 
     GL11.glTexParameterf(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); 
     GL11.glTexParameterf(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); 
     GL11.glTexImage2D(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, 0, GL11.GL_RGBA, Configuration.displayWidth, Configuration.displayheight, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, (java.nio.ByteBuffer) null); 
     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, 0); 

     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, normaltexture); 
     GL11.glTexParameterf(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); 
     GL11.glTexParameterf(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); 
     GL11.glTexImage2D(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, 0, GL30.GL_RGB16F, Configuration.displayWidth, Configuration.displayheight, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, (java.nio.ByteBuffer) null); 
     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, 0); 

     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, bumpmap); 
     GL11.glTexParameterf(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); 
     GL11.glTexParameterf(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); 
     GL11.glTexImage2D(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, 0, GL11.GL_RGBA, Configuration.displayWidth, Configuration.displayheight, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, (java.nio.ByteBuffer) null); 
     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, 0); 

     GL11.glViewport(0, 0, Configuration.displayWidth, Configuration.displayheight); 

     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, positiontexture, 0); 
     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, diffusetexture, 0); 
     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, normaltexture, 0); 
     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, bumpmap, 0); 

     depthbuffer = glGenRenderbuffers(); 
     glBindRenderbuffer(GL_RENDERBUFFER, depthbuffer); 
     glRenderbufferStorage(GL_RENDERBUFFER, GL14.GL_DEPTH_COMPONENT24, Configuration.displayWidth, Configuration.displayheight); 
     glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthbuffer); 
     glBindRenderbuffer(GL_RENDERBUFFER, 0); 

     if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) 
     { 
      System.err.println("Generating the deferred FBO failed!"); 
      System.exit(5321); 
     } 

     glBindFramebuffer(GL_FRAMEBUFFER, 0); //////////////////////////////////////////////////////// 
    } 

    public void startRendering() 
    { 
     // CLEAR AND HOOK UP TEXTURES 
     glBindFramebuffer(GL_FRAMEBUFFER, FBO); 

     IntBuffer buf = BufferUtils.createIntBuffer(4); 
     buf.put(GL_COLOR_ATTACHMENT0); 
     buf.put(GL_COLOR_ATTACHMENT1); 
     buf.put(GL_COLOR_ATTACHMENT2); 
     buf.put(GL_COLOR_ATTACHMENT3); 
     buf.flip(); 

     GL20.glDrawBuffers(buf); 

     if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) 
     { 
      System.err.println("Deferred renderer failed to setup correctly!"); 
     } 

     GL11.glEnable(GL11.GL_DEPTH_TEST); 
     GL11.glDepthFunc(GL11.GL_LEQUAL); 
     GL11.glViewport(0, 0, Configuration.displayWidth, Configuration.displayheight); 
     GL11.glClearColor(SimpleCraft.world.skycolor.x, SimpleCraft.world.skycolor.y, SimpleCraft.world.skycolor.z, 0f); 
     GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); 
    } 

    public void stopRendering() 
    { 
     glBindFramebuffer(GL_FRAMEBUFFER, 0); 
    } 
} 

以上是我的代码,用于激活和停用延迟渲染器。 这个步骤完成后,后处理激活:

public class Renderer_Postprocessor 
{ 
    PostprocessingObject postprocessor; 

    public static int loc_pos, loc_diffuse, loc_normal, loc_bump, loc_ambient; 
    public static int loc_viewingdistance, loc_modelviewmatrix; 

    Renderer_Postprocessor() 
    { 
     postprocessor = new PostprocessingObject(); 
    } 

    public void postprocess(int pos, int diffuse, int normal, int bump) 
    { 
     GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); 
     GL11.glDisable(GL11.GL_DEPTH_TEST); 
     GL20.glUseProgram(Shaders.PROGRAM_POSTPROCESSOR); 
     GL20.glDrawBuffers(GL11.GL_BACK); 

     GL13.glActiveTexture(GL13.GL_TEXTURE0); 
     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, pos); 
     GL13.glActiveTexture(GL13.GL_TEXTURE1); 
     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, diffuse); 
     GL13.glActiveTexture(GL13.GL_TEXTURE2); 
     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, normal); 
     GL13.glActiveTexture(GL13.GL_TEXTURE3); 
     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, bump); 

     GLUtility.uploadToShader(Configuration.viewDistanceInBlocks, loc_viewingdistance); 
     GLUtility.uploadToShader(Camera.getModelViewMatrix(new Matrix4f(), Camera.getViewMatrix()), loc_modelviewmatrix); 

     GL30.glBindVertexArray(postprocessor.getVAO()); 
     GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 6); 
     GL30.glBindVertexArray(0); 
     GL20.glUseProgram(0); 

     GL13.glActiveTexture(GL13.GL_TEXTURE0); 
     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, 0); 
     GL13.glActiveTexture(GL13.GL_TEXTURE1); 
     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, 0); 
     GL13.glActiveTexture(GL13.GL_TEXTURE2); 
     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, 0); 
     GL13.glActiveTexture(GL13.GL_TEXTURE3); 
     GL11.glBindTexture(ARBTextureRectangle.GL_TEXTURE_RECTANGLE_ARB, 0); 
     GL11.glEnable(GL11.GL_DEPTH_TEST); 
    } 
} 

下面是我对deferrer和后处理片段着色:

Deferred_Fragment.frag 
#version 330 core 
#extension GL_ARB_explicit_uniform_location : require 
layout(location=0) uniform sampler2DArray texture_diffuse; 
layout(location=1) uniform sampler2DArray texture_normal; 

uniform vec3 pass_EyeVector; 

in vec4 pass_Position; 
in vec3 pass_TextureCoord; 
in vec3 pass_Normal; 

layout(location = 0) out vec4 pos; 
layout(location = 1) out vec4 dif; 
layout(location = 2) out vec4 nor; 
layout(location = 3) out vec4 bum; 

void main(void) 
{ 
    pos = texture(texture_diffuse, pass_TextureCoord); // Transform from -1/1 to 0/1 
    dif = pass_Position; 
    nor = vec4(pass_Normal, 1.0); 
    bum = texture(texture_normal, pass_TextureCoord); 
} 

而且postprocessor.frag

#version 330 core 
#extension GL_ARB_explicit_uniform_location : require 

layout(location=0) uniform sampler2DRect positiontexture; 
layout(location=1) uniform sampler2DRect diffusetexture; 
layout(location=2) uniform sampler2DRect normaltexture; 
layout(location=3) uniform sampler2DRect bumpmap; 

in vec2 pass_TextureCoord; 
out vec4 out_Color; 

void main(void) 
{ 
    out_Color = texture(diffusetexture, pass_TextureCoord); 
} 
+0

出于好奇,你为什么要使用矩形纹理GL 3.3?你应该可以使用'texelFetch(...)'完成同样的事情。 – 2014-09-23 15:25:24

+0

自从现在一周以来,我一直在遇到这个问题,而且我越来越沮丧,骑自行车浏览了我发现的任何延期着色教程。一个使用矩形纹理,所以我也试过。直到现在还没有使用texelFetch(),现在就尝试一下并写下结果。 – user2979040 2014-09-23 16:15:50

回答

1

你”重新尝试对统一变量使用location布局限定符:

layout(location=0) uniform sampler2DArray texture_diffuse; 
layout(location=1) uniform sampler2DArray texture_normal; 

layout(location=0) uniform sampler2DRect positiontexture; 
layout(location=1) uniform sampler2DRect diffusetexture; 
layout(location=2) uniform sampler2DRect normaltexture; 
layout(location=3) uniform sampler2DRect bumpmap; 

我一直无法找到GLSL规范中的任何建议,表明这是支持的。至少在330中,只列出了顶点着色器输入和片段着色器输出以支持location。在后来的版本中,它似乎也支持其他着色器阶段的变量in/out,但我仍然没有看到任何关于制服的提及。

您可能打算使用此限定符设置采样器的纹理单位。有一个binding预选赛中,它看起来像这样:

layout(binding=0) uniform sampler2DArray texture_diffuse; 
layout(binding=1) uniform sampler2DArray texture_normal; 

这是在OpenGL 4.2(GLSL版本420)及更高版本,不过只支持。如果您想坚持使用GLSL 330,则需要使用glGetUniformLocaction()glUniform1i()以旧式方式设置采样器制服的纹理单元。

+0

感谢您的回答! 制服的布局(位置)由分机启用。 我会尝试再次以旧式的方式上传纹理并发布结果。我定义的发现是,我的错误很可能在延迟渲染器中,因为我尝试使用预加载纹理的后处理器,并且它工作正常。 – user2979040 2014-09-24 07:44:54

+0

啊,好吧,我应该在着色器代码中看到。顾名思义,它定义了制服的位置*虽然,对吧?所以它使'glGetUniformLocation()'调用不必要,但是你仍然需要调用'glUniform1i()'来设置值? – 2014-09-24 07:59:50

+0

最有可能。我删除了所有的布局(位置),并回到了老式的方式。现在一切正常,尽管我并没有真正理解我的错误。谢谢您的帮助! – user2979040 2014-09-25 19:06:39

0

您应该使用布局绑定而不是布局位置来绑定采样器。 您应该重新检查绑定点,因为您有多个采样器绑定到相同的位置。如果将纹理绑定到TEXTURE0,请将其指定为binding = 0。

尝试将其更改为:

layout(binding=0) uniform sampler2DArray texture_diffuse; 
layout(binding=1) uniform sampler2DArray texture_normal; 

layout(binding=0) uniform sampler2DRect positiontexture; 
layout(binding=1) uniform sampler2DRect diffusetexture; 
layout(binding=2) uniform sampler2DRect normaltexture; 
layout(binding=3) uniform sampler2DRect bumpmap;