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我試圖渲染兩個紋理,從第一個繪製到第二個,然後從第二到第一等的問題是,當我渲染第一個紋理到第二個,它工作正常,但渲染第二個到第一個紋理,當它應該是一個紫色紋理時。我正在使用Qt和OpenGL。的OpenGL平與兩個紋理上同樣的framebuffer ponging
兩個紋理綁定到同一個FBO,而我通過glDrawBuffer(GL_COLOR_ATTACHMENT_i)切換它們
這裏是我的初始化代碼:
void GlWidget::initializeGL() {
glewInit();
src = true;
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
//glEnable(GL_CULL_FACE);
// Generate the texture to be drawn
tex = new float[256*256*4];
for(int i = 0; i < 256*256*4; i++){
if (i % 4 == 0){
tex[i] = 0.5;
}else if (i % 4 == 1){
tex[i] = 0.3;
}else if (i % 4 == 2){
tex[i] = 0.5;
}else if (i % 4 == 3){
tex[i] = 0;
}
}
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, 256, 0, GL_RGBA, GL_FLOAT, tex);
glGenTextures(1, &targetTex);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, targetTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, 256, 0, GL_RGBA, GL_FLOAT, NULL);
glGenFramebuffers(1, &fb);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
//Attach 2D texture to this FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, targetTex, 0);
glDrawBuffer (GL_COLOR_ATTACHMENT1);
//-------------------------
glGenRenderbuffers(1, &depth_rb);
glBindRenderbuffer(GL_RENDERBUFFER_EXT, depth_rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 256, 256);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER, depth_rb);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
shaderProgram.addShaderFromSourceFile(QGLShader::Vertex, ":/vertexShader.vsh");
shaderProgram.addShaderFromSourceFile(QGLShader::Fragment, ":/fragmentShader.fsh");
shaderProgram.link();
vertices << QVector3D(-1, -1, -2) << QVector3D(-1, 1, -2) << QVector3D(1, 1, -2) << QVector3D(1, -1, -2);
texCoords << QVector2D(0, 0) << QVector2D(0, 1) << QVector2D(1, 1) << QVector2D(1, 0);
}
這裏是我的繪製代碼:
void GlWidget::render_to_screen() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
qglClearColor(QColor(Qt::blue));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(src){
glActiveTexture(GL_TEXTURE0);
}else{
glActiveTexture(GL_TEXTURE1);
}
shaderProgram.enableAttributeArray("textureCoordinates");
shaderProgram.enableAttributeArray("vertex");
glDrawArrays(GL_QUADS, 0, vertices.size());
shaderProgram.disableAttributeArray("vertex");
shaderProgram.disableAttributeArray("textureCoordinates");
}
void GlWidget::paintGL()
{
qDebug() << "Updating";
glBindFramebuffer(GL_FRAMEBUFFER, fb);
if(src) {
glDrawBuffer(GL_COLOR_ATTACHMENT1);
glActiveTexture(GL_TEXTURE0);
}else {
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glActiveTexture(GL_TEXTURE1);
}
src = !src;
qglClearColor(QColor(Qt::white));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 mMatrix;
QMatrix4x4 vMatrix;
shaderProgram.bind();
shaderProgram.setUniformValue("mvpMatrix", pMatrix * vMatrix * mMatrix);
shaderProgram.setAttributeArray ("textureCoordinates", texCoords.constData());
shaderProgram.enableAttributeArray("textureCoordinates");
shaderProgram.setAttributeArray("vertex", vertices.constData());
shaderProgram.enableAttributeArray("vertex");
glDrawArrays(GL_QUADS, 0, vertices.size());
shaderProgram.disableAttributeArray("vertex");
shaderProgram.disableAttributeArray("textureCoordinates");
render_to_screen();
shaderProgram.release();
}
我應該得到一個藍色屏幕的中心紫四,而不是我得到在中央的白色四。我在這裏做錯了什麼?