【发布时间】:2017-08-09 07:22:43
【问题描述】:
我有一个非常具体的 OpenGL 设置,其中场景中的 3D 几何图形不渲染。 OpenGL 上下文中有一些与深度相关的状态让我感到困惑。
这是在工作中的生产引擎中,我们添加了具有多个窗口上下文的共享上下文支持。我们正在对共享上下文拥有的帧缓冲区对象进行渲染,然后使用不同的上下文将颜色附件渲染缓冲区传送到窗口。
清晰的颜色显示在窗口的生成 blit 中,而不是 3D 场景几何体本身,因此我们知道帧缓冲区和渲染缓冲区对象至少部分正确。
为了说明,我重构了 LearnOpenGL 网站上的一个示例来说明我的错误。它也显示在那里,所以我很清楚这是我缺少的东西。
这是 GitHub 项目,我在其中对工作帧缓冲区示例进行了三个提交,以便它使用共享上下文渲染到帧缓冲区,然后对结果进行 blit:Framebuffer Shared Context Experiment
这里是产生错误结果的大部分源代码。我剪掉了几个没有变化的部分。
// glfw dummy window creation
// --------------------
GLFWwindow* dummy = NULL;
#if USE_SHARED_CONTEXT
dummy = glfwCreateWindow(1, 1, "Dummy", NULL, NULL);
if (dummy == NULL)
{
std::cout << "Failed to create dummy GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(dummy);
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, dummy);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwShowWindow(window);
#if !USE_SHARED_CONTEXT
glfwMakeContextCurrent(window);
#endif
// <snip creation of shared resources>
// <snip creation of un-shared vertex array>
// framebuffer configuration
// -------------------------
unsigned int framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
#if 1
// create a color attachment render buffer
unsigned int Colorbuffer;
glGenRenderbuffers(1, &Colorbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, Colorbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, SCR_WIDTH, SCR_HEIGHT); // use a single renderbuffer object for both a depth AND stencil buffer.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, Colorbuffer); // now actually attach it
#else
// create a color attachment texture
unsigned int textureColorbuffer;
glGenTextures(1, &textureColorbuffer);
glBindTexture(GL_TEXTURE_2D, textureColorbuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureColorbuffer, 0);
#endif
// create a renderbuffer object for depth and stencil attachment (we won't be sampling these)
unsigned int rbo;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT); // use a single renderbuffer object for both a depth AND stencil buffer.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); // now actually attach it
// now that we actually created the framebuffer and added all attachments we want to check if it is actually complete now
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!" << endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// <snip timing and input>
#if USE_SHARED_CONTEXT
// use shared context because that is what is holding our framebuffer and vao.
// -----
glfwMakeContextCurrent(dummy);
#endif
// render
// ------
// bind to framebuffer and draw scene as we normally would to color texture
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glEnable(GL_DEPTH_TEST); // enable depth testing (is disabled for rendering screen-space quad)
// make sure we clear the framebuffer's content
glClearColor(1.0f, 0.1f, 0.1f, 1.0f);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// following render is unchanged
shader.use();
glm::mat4 model;
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
shader.setMat4("view", view);
shader.setMat4("projection", projection);
// cubes
glBindVertexArray(cubeVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, cubeTexture);
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
shader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
model = glm::mat4();
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
shader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
// floor
glBindVertexArray(planeVAO);
glBindTexture(GL_TEXTURE_2D, floorTexture);
shader.setMat4("model", glm::mat4());
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
#if 1
#if USE_SHARED_CONTEXT
// use window context for presentation via blit.
// -----
glfwMakeContextCurrent(window);
// temorary framebuffer for visible window since framebuffers are not shared
// -------------------------
unsigned int readFramebuffer;
glGenFramebuffers(1, &readFramebuffer);
glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, Colorbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, SCR_WIDTH, SCR_HEIGHT);
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, Colorbuffer);
#endif
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, SCR_WIDTH, SCR_HEIGHT, 0, 0, SCR_WIDTH, SCR_HEIGHT, GL_COLOR_BUFFER_BIT, GL_NEAREST);
#if USE_SHARED_CONTEXT
glDeleteFramebuffers(1, &readFramebuffer);
#endif
#else
// now bind back to default framebuffer and draw a quad plane with the attached framebuffer color texture
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST); // disable depth test so screen-space quad isn't discarded due to depth test.
// clear all relevant buffers
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // set clear color to white (not really necessery actually, since we won't be able to see behind the quad anyways)
glClear(GL_COLOR_BUFFER_BIT);
screenShader.use();
glBindVertexArray(quadVAO);
glBindTexture(GL_TEXTURE_2D, textureColorbuffer); // use the color attachment texture as the texture of the quad plane
glDrawArrays(GL_TRIANGLES, 0, 6);
#endif
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// <snip epilog>
您可以切换 USE_SHARED_CONTEXT 编译时开关以删除使用共享上下文呈现的少量代码。
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