COLOR_ATTACHMENT's - How to render to multiple textures as color attachments inside a Framebuffer Object?

不羁岁月 提交于 2019-12-07 06:04:05

问题


I am trying to render to multiple textures as COLOR_ATTACHMENTs without success. All I get from displaying them is a black screen (with a red clear fill) meaning my texture is read but is 'empty'.

My pseudo code is : attach 3 textures to an FBO with texture indexes 1, 2 and 3 and color attachments 0, 1 and 2 respectively. As a test case, I tried to render my scene to the 3 color attachments so they are supposed to hold the same exact data. Then read either of those textures at shader pass 2 (with a 2Dsampler) and display them on a quad.

My original intent for those 2 extra color attachments is to use them as random data buffers using the GPU ping-pong technique. So far I just use them as texture clones for testing purpose.

When trying to read from GL_TEXTURE1 (COLOR_ATTACHMENT0) things go fine but not from the other 2 (black screen).

The code :

// Texture indices - inside a 'myGlut' struct
GLenum skyboxTextureIndex = GL_TEXTURE0;
GLenum colorTextureIndex = GL_TEXTURE1;
unsigned int colorTextureIndexInt = 1;
GLenum depthTexture1Index = GL_TEXTURE2;
unsigned int depthTexture1IndexInt = 2;
GLenum depthTexture2Index = GL_TEXTURE3;
unsigned int depthTexture2IndexInt = 3;

//** Below is inside 'main()' **//

// Create frame buffer
myGlut.frameBuffer = glutils::createFrameBuffer();

// Create texture to hold color buffer
glActiveTexture(myGlut.colorTextureIndex);
glBindTexture(GL_TEXTURE_2D, myGlut.colorTexture);
myGlut.colorTexture = glutils::createTextureAttachment(myGlut.camera -> getRenderResizedWidthPx(), myGlut.camera -> getRenderResizedHeightPx());
glutils::bindTextureAttachment(GL_COLOR_ATTACHMENT0, myGlut.colorTexture);

// Create 1st texture to hold depth buffer wannabe :>
glActiveTexture(myGlut.depthTexture1Index);
glBindTexture(GL_TEXTURE_2D, myGlut.depthTexture1);
myGlut.depthTexture1 = glutils::createTextureAttachment(myGlut.camera -> getRenderResizedWidthPx(), myGlut.camera -> getRenderResizedHeightPx());
glutils::bindTextureAttachment(GL_COLOR_ATTACHMENT1, myGlut.depthTexture1);

// Create 2nd texture to hold depth buffer wannabe :>
glActiveTexture(myGlut.depthTexture2Index);
glBindTexture(GL_TEXTURE_2D, myGlut.depthTexture2);
myGlut.depthTexture2 = glutils::createTextureAttachment(myGlut.camera -> getRenderResizedWidthPx(), myGlut.camera -> getRenderResizedHeightPx());
glutils::bindTextureAttachment(GL_COLOR_ATTACHMENT2, myGlut.depthTexture2);

// Check FBO
if (!glutils::checkFBOStatus()) return 0;

With glutils:: functions

// Clear screen
void glutils::clearScreen (float r, float g, float b, float a) {
    glClearColor(r, g, b, a);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}

// Bind select framebuffer
void glutils::bindFrameBuffer(int frameBuffer, int width, int height) {
    glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
    glViewport(0, 0, width, height);
}

// Create frame buffer
GLuint glutils::createFrameBuffer() {
    GLuint frameBuffer;
    glGenFramebuffers(1, &frameBuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
    return frameBuffer;
}

// Create a texture attachment
GLuint glutils::createTextureAttachment(int width, int height) {
    GLuint texture;
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    return texture;
}

// Bind a texture attachment to select framebuffer
void glutils::bindTextureAttachment (GLenum colorAttachment, GLuint texture) {
    glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachment, GL_TEXTURE_2D, texture, 0);
}

// Check current frame buffer status
bool glutils::checkFBOStatus () {
    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
        std::cerr << "##### ERROR : Frambuffer not complete... #####" << std::endl;
        return false;
    }
    else return true;
}

Then the glut display func :

// Clear screen
glutils::clearScreen(1.f, 0.f, 0.f, 1.f);

// Bind to custom framebuffer
glutils::bindFrameBuffer(myGlut.frameBuffer, myGlut.camera -> getScreenWidthPx(), myGlut.camera -> getScreenHeightPx());

// Set draw context
GLuint drawBuffers[2];
if (myGlut.depthTextureSwitch) {    drawBuffers[0] = GL_COLOR_ATTACHMENT0;
                                    drawBuffers[1] = GL_COLOR_ATTACHMENT2;
} else {                            drawBuffers[0] = GL_COLOR_ATTACHMENT0;
                                    drawBuffers[1] = GL_COLOR_ATTACHMENT1;
} glDrawBuffers(2, drawBuffers);

// Use main program and bind uniforms
glUseProgram(myGlut.theProgram);
myGlut.refreshUniformsPass_1();

// Draw quad to sample
glutils::drawQuad();

// Unbind custom framebuffer -> use default (screen)
glutils::unbindCurrentFrameBuffer(myGlut.camera -> getScreenWidthPx(), myGlut.camera -> getScreenHeightPx());

// Use secondary program and bind uniforms
glUseProgram(myGlut.theProgram2);
myGlut.refreshUniformsPass_2();

// Draw quad to apply texture to
glutils::drawQuad();

// Switch
myGlut.depthTextureSwitch = !myGlut.depthTextureSwitch;

// Display & loop
glutSwapBuffers();
glutPostRedisplay();

Relevant uniform bindings -> pass 1

glUniform1i(glGetUniformLocation(myGlut.theProgram, "depthTexture"), !myGlut.depthTextureSwitch ? myGlut.depthTexture2IndexInt : myGlut.depthTexture1IndexInt);

Relevant shader code -> Pass 1

layout (location = 0) out vec4 outputColor;
layout (location = 1) out vec4 outputDepth1;
layout (location = 2) out vec4 outputDepth2;
uniform sampler2D depthTexture;

void main() {
    // ...
    outputColor = someColor;
    outputDepth1 = someColor;
    outputDepth2 = someColor;
}

Relevant uniform bindings -> pass 2

glUniform1i(glGetUniformLocation(myGlut.theProgram2, "texFramebuffer"), myGlut.depthTextureSwitch ? myGlut.depthTexture1IndexInt : myGlut.depthTexture2IndexInt);

With relevant shader code -> pass 2

uniform sampler2D texFramebuffer;
out vec4 outputColor;
// ...
void main() {
    outputColor = texture(texFramebuffer, vec2(gl_FragCoord.x / screenWidthPx * resRatio, gl_FragCoord.y / screenHeightPx * resRatio));
}

In a nutshell : my GL_TEXTURE0 holds the scene while GL_TEXTURE1 and GL_TEXTURE2 are black. Why ?


回答1:


I finally found the culprit. Because I am binding the framebuffer inside the looped display() function, I needed to bind texture attachments as well after I bound the FBO. Changing to

// Bind to custom framebuffer
glutils::bindFrameBuffer(myGlut.frameBuffer, myGlut.camera -> getScreenWidthPx(), myGlut.camera -> getScreenHeightPx());

// Bind to select attachments
glutils::bindTextureAttachment(GL_COLOR_ATTACHMENT0, myGlut.colorTexture);
if (!myGlut.depthTextureSwitch) glutils::bindTextureAttachment(GL_COLOR_ATTACHMENT1, myGlut.depthTexture1);
else glutils::bindTextureAttachment(GL_COLOR_ATTACHMENT1, myGlut.depthTexture2);

allowed me to render to all needed color attachments.



来源:https://stackoverflow.com/questions/30484629/color-attachments-how-to-render-to-multiple-textures-as-color-attachments-ins

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