使用多重采样无法渲染到纹理

时间:2014-06-06 00:37:53

标签: opengl graphics textures framebuffer

我在this页面中运行了framebuffers示例 - original code - (在osx 10.8中的xcode 4.6中使用glfw3和glew),它运行正常,然后我想添加多重采样(以避免锯齿状边缘)在立方体边缘和地板上,glfwWindowHint (GLFW_SAMPLES, 4)在直接渲染到后台缓冲区时已经足够了,找到一些指向opengl.org的答案,试图使用glTexImage2DMultisample但它什么都没显示(黑屏) 。帧缓冲设置和渲染循环是:

// Create frame buffer
GLuint frameBuffer;
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);

// Create texture to hold color buffer
GLuint texColorBuffer;
glGenTextures(1, &texColorBuffer);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texColorBuffer);

//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, width, height, GL_FALSE);

/*
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
*/

//glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texColorBuffer, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, texColorBuffer, 0);

// Create Renderbuffer Object to hold depth and stencil buffers
GLuint rboDepthStencil;
glGenRenderbuffers(1, &rboDepthStencil);
glBindRenderbuffer(GL_RENDERBUFFER, rboDepthStencil);
//glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glRenderbufferStorageMultisample (GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rboDepthStencil);

// ...

while (!window->shouldClose()) {
    static int rot = 0;

    // Bind our framebuffer and draw 3D scene (spinning cube)
    glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
    auto err_res = glCheckFramebufferStatus(GL_FRAMEBUFFER);
    if(err_res != GL_FRAMEBUFFER_COMPLETE) {
        ERR("Incomplete frameBuffer:%X!", err_res);
        goto end;
    }

    glBindVertexArray(vaoCube);
    glEnable(GL_DEPTH_TEST);
    glUseProgram(sceneShaderProgram);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texKitten);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, texPuppy);

    // Clear the screen to white
    glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


    glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(model));
    glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
    glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));

    // Draw cube
    glEnable(GL_MULTISAMPLE);

    glDrawArrays(GL_TRIANGLES, 0, 36);

    glEnable(GL_STENCIL_TEST);

    // Draw floor
    glStencilFunc(GL_ALWAYS, 1, 0xFF);
    glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
    glStencilMask(0xFF);
    glDepthMask(GL_FALSE);
    glClear(GL_STENCIL_BUFFER_BIT);

    glDrawArrays(GL_TRIANGLES, 36, 6);

    // Draw cube reflection
    glStencilFunc(GL_EQUAL, 1, 0xFF);
    glStencilMask(0x00);
    glDepthMask(GL_TRUE);

    model = glm::scale(glm::translate(model, glm::vec3(0, 0, -1)), glm::vec3(1, 1, -1));
    glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(model));

    glUniform3f(uniColor, 0.3f, 0.3f, 0.3f);
    glDrawArrays(GL_TRIANGLES, 0, 36);
    glUniform3f(uniColor, 1.0f, 1.0f, 1.0f);

    glDisable(GL_STENCIL_TEST);                

    /*
    // Bind default framebuffer and draw contents of our framebuffer
    glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
    glBindVertexArray(vaoQuad);
    glDisable(GL_DEPTH_TEST);
    glUseProgram(screenShaderProgram);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texColorBuffer);

    glDrawArrays(GL_TRIANGLES, 0, 6);
    */

    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);   // Make sure no FBO is set as the draw framebuffer
    glBindFramebuffer(GL_READ_FRAMEBUFFER, frameBuffer); // Make sure your multisampled FBO is the read framebuffer
    glDrawBuffer(GL_BACK);                       // Set the back buffer as the draw buffer
    glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_LINEAR);

    // Swap buffers
    glfwSwapBuffers(window->getHandle());
    glfwPollEvents();
}
  • glVersion:3.2 NVIDIA-8.10.44 304.10.65f03
  • glRenderer:NVIDIA GeForce 9400M OpenGL引擎

'EXT'的添加可能是不必要的,但我之前也尝试过没有它们,结果是一样的。我做错了什么?

编辑:现在绑定GL_TEXTURE_2D_MULTISAMPLE并收到GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE错误!

1 个答案:

答案 0 :(得分:3)

如果您检查了帧缓冲对象的完整性,那么您现在可能已经抓住了这个...您的深度/模板缓冲区也需要进行多重采样。

如果一个附件的样本数量不同于任何其他附件,则核心和EXT FBO扩展程序将帧缓冲区视为 多重采样不完整 附件。在您的情况下,您有一个带有 4 样本的颜色缓冲附件和一个带有 1 样本的深度/模板附件。

  

名称

     
    

glCheckFramebufferStatus - 检查帧缓冲区的完整性状态

  
     

描述

     
    

glCheckFramebufferStatus 会查询当前绑定到 target 的帧缓冲区对象的完整性状态。 target 必须 GL_DRAW_FRAMEBUFFER GL_READ_FRAMEBUFFER GL_FRAMEBUFFER GL_FRAMEBUFFER 相当于 GL_DRAW_FRAMEBUFFER

         

如果绑定到目标的帧缓冲完成,则返回值为 GL_FRAMEBUFFER_COMPLETE 。否则,返回值确定如下:

         
      

[...]

             如果 GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 的值与所有附加的渲染缓冲区不同,则会返回 GL_RENDERBUFFER_SAMPLES ;如果 GL_TEXTURE_SAMPLES 的值与所有附加纹理不同;或者,如果附加的图像是渲染缓冲区和纹理的混合,则 GL_RENDERBUFFER_SAMPLES 的值与 GL_TEXTURE_SAMPLES 的值不匹配。

    
  

要解决此问题,您需要为4个样本分配多重采样深度/模板附件:

glRenderbufferStorageMultisample (GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, width, height);

顺便说一下,由于您的实现是> = 3.0 ,因此您不需要任何EXT后缀。 EXT扩展定义的所有常量与ARB /核心FBO相同,但某些EXT函数(例如glCheckFramebufferStatusEXT)具有更严格的行为(例如,要求每个附件具有相同的图像尺寸)