我正在尝试延迟着色,但我在尝试对多重渲染目标进行多重采样时遇到了问题。看起来我只复制了一个抗锯齿纹理,而不是3个(漫反射、位置、法线)。只复制了漫反射。
这是为我的几何通道创建的抗锯齿FBO:
IntBuffer drawBuffs = BufferUtils.createIntBuffer(3);
private void CreateFBOAntiAlias() {
AntiAliasFrameBuffer = glGenFramebuffers();
GL30.glBindFramebuffer(GL_FRAMEBUFFER, AntiAliasFrameBuffer);
textureColorMultiSampled = generateMultiSampleTexture(4);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL32.GL_TEXTURE_2D_MULTISAMPLE, textureColorMultiSampled,
0);
texturePositionMultiSampled = generateMultiSampleTexture(4);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
GL32.GL_TEXTURE_2D_MULTISAMPLE, texturePositionMultiSampled ,
0);
textureNormalMultiSampled = generateMultiSampleTexture(4);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2,
GL32.GL_TEXTURE_2D_MULTISAMPLE, textureNormalMultiSampled ,
0);
drawBuffs.put(0, GL30.GL_COLOR_ATTACHMENT0);
drawBuffs.put(1, GL30.GL_COLOR_ATTACHMENT1);
drawBuffs.put(2, GL30.GL_COLOR_ATTACHMENT2);
GL20.glDrawBuffers(drawBuffs);
AntiAliasRenderBufferObject = glGenRenderbuffers();
glBindRenderbuffer(GL_RENDERBUFFER, AntiAliasRenderBufferObject);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4,
GL_DEPTH24_STENCIL8, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, AntiAliasRenderBufferObject);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
System.err
.println("ERROR::FRAMEBUFFER:: Framebuffer is not complete!");
} else {
System.err.println("FrameBuffer AntiAliasFBO success");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
private int generateMultiSampleTexture(int samples) {
int texture;
texture = GL11.glGenTextures();
GL11.glBindTexture(GL32.GL_TEXTURE_2D_MULTISAMPLE, texture);
GL32.glTexImage2DMultisample(GL32.GL_TEXTURE_2D_MULTISAMPLE, samples,
GL11.GL_RGBA8, width, height, true);
GL11.glBindTexture(GL32.GL_TEXTURE_2D_MULTISAMPLE, 0);
return texture;
}
这是为我的目标FBO创建的:
public void CreateFBO() {
fbo_handle = glGenFramebuffers();
diffuse_handle = GL11.glGenTextures();
position_handle = GL11.glGenTextures();
normal_handle = GL11.glGenTextures();
glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle);
//////////////////DIFFUSE////////////////////////////////////
GL11.glBindTexture(GL11.GL_TEXTURE_2D, diffuse_handle);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, width, height,0,
GL11.GL_RGBA, GL11.GL_INT, (ByteBuffer) null);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL11.GL_TEXTURE_2D, diffuse_handle, 0);
/////////////////POSITION////////////////////////////////////
GL11.glBindTexture(GL11.GL_TEXTURE_2D, position_handle);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0,
GL11.GL_RGBA, GL11.GL_INT, (ByteBuffer) null);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
GL11.GL_TEXTURE_2D, position_handle, 0);
///////////////NORMALS/////////////////////////////////////////
GL11.glBindTexture(GL11.GL_TEXTURE_2D, normal_handle);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0,
GL11.GL_RGBA, GL11.GL_INT, (ByteBuffer) null);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2,
GL11.GL_TEXTURE_2D, normal_handle, 0);
//////////////////////////////////////////////////////////////////
drawBuffs.put(0, GL30.GL_COLOR_ATTACHMENT0);
drawBuffs.put(1, GL30.GL_COLOR_ATTACHMENT1);
drawBuffs.put(2, GL30.GL_COLOR_ATTACHMENT2);
GL20.glDrawBuffers(drawBuffs);
rbo_depth_buffer_handle = glGenRenderbuffers();
glBindRenderbuffer(GL_RENDERBUFFER, rbo_depth_buffer_handle);
glRenderbufferStorage(GL_RENDERBUFFER, GL14.GL_DEPTH_COMPONENT32,
width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, rbo_depth_buffer_handle);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
System.err.println("Framebuffer configuration error");
} else {
System.err.println("Deferred configuration Success");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
我在几何通道期间绑定我的AA FBO,解除绑定并执行从AA FBO到我的目标FBO的位块传输,并渲染具有不想要的结果的全屏四边形。
public void blit() {
GL11.glEnable(GL13.GL_MULTISAMPLE);
glBindFramebuffer(GL_READ_FRAMEBUFFER, AntiAliasFrameBuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_handle);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
GL11.GL_COLOR_BUFFER_BIT, GL11.GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
编辑:我试过从一个普通的MRT fbo到另一个普通的MRT FBO,而没有多采样调用,再次似乎我只复制了一个纹理。我的问题的根源是错误地将一个MRT复制到另一个MRT。
1条答案
按热度按时间wr98u20j1#
我的主要问题是我的blitting不正确。blitting方法应该是
我的AA FBO/FBO的一般设置是正确的,所有的纹理都被成功地复制过来,并且在锯齿上有了重大的改进。