渲染到附加到帧缓冲区对象的纹理(纹理显示为黑色)

Render to texture attached to Frame Buffer Object (texture appears black)

我生成了一个帧缓冲对象 (FBO),绑定它,将纹理附加到它的 GL_COLOR_ATTACHMENT0。然后确保我得到它的状态 GL_FRAMEBUFFER_COMPLETE。我有另一个纹理(显示在显示器上),我们称它为 workingTexture。现在我想把这个 workingTexture 渲染到 FBO 上,所以我绑定这个 FBO 然后渲染 workingTexture。 然后我绑定默认帧缓冲区(保留用于显示)并尝试渲染附加到 FBO 的纹理,以为我会显示我的纹理,但我得到黑色纹理。

相关代码

生成工作纹理的代码...

int[] workingTexture = new int[1];

glGenTextures(1, workingTexture, 0); // generate workingTexture
glActiveTexture(GL_TEXTURE0);  // attach it to TEXTURE_UNIT0
glBindTexture(GL_TEXTURE_2D, workingTexture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);

生成 fbo 的代码

int[] fboName = new int[1];
int[] fboTextureName = new int[1];
final int fboTextureUnit = 1;  // attach this texture to texture unit GL_TEXTURE1
glGenFramebuffers(1, fboName, 0);

int generatedTextureNameForFBO =
                generateTextureForFBO(fboTextureUnit,
                        width, height);
fboTextureName[0] = generatedTextureNameForFBO;

glBindFramebuffer(GL_FRAMEBUFFER, fboName[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                GL_TEXTURE_2D, generatedTextureNameForFBO, 0);

if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
            // created FBO is not complete
            throw new RuntimeException("FBO status INCOMPLETE ");

        }

用于生成附加到 fbo 的纹理的方法

 private int generateTextureForFBO(@IntRange(from = 0) final int textureUnit,
                                  @IntRange(from = 1) final int width,
                                  @IntRange(from = 1) final int height) {
    int[] textureName = new int[1];
    glGenTextures(1, textureName, 0);
    glActiveTexture(GL_TEXTURE0 + textureUnit);
    glBindTexture(GL_TEXTURE_2D, textureName[0]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
  //        glBindTexture(GL_TEXTURE_2D, 0);
  //        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  //        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  //        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
  //        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
  //        glBindTexture(GL_TEXTURE_2D, 0);
    return textureName[0];
}

现在进入绘图部分...

@Override
public void onDrawFrame(GL10 unused) {
    glClear(GL_COLOR_BUFFER_BIT);
    //renderTex(mViewMatrix, 0, texProgram);  // this texture is drawing on screen

    glBindFramebuffer(GL_FRAMEBUFFER, fboName[0]);
    renderTex(mViewMatrix, 0, texProgram);   // rendering workingTexture onto FBO

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    renderTex(mViewMatrix, fboTextureUnit[0], texProgram);  // texture appears black

}

renderTex 是一种渲染纹理的简单方法。它工作正常。

我也检查了 GL_ERROR 但没有错误。

我对应用程序创建的FBO的理解是每次读写glCall都会在当前绑定的FBO上发生,所以我对FBO的理解不正确,或者我的代码有什么错误。

平台 OpenGL|es 20 on Android

generateTextureForFBO中生成的纹理不完整。

如果不生成mipmaps (by glGenerateMipmap),那么设置GL_TEXTURE_MIN_FILTER很重要。由于默认过滤器是 GL_NEAREST_MIPMAP_LINEAR 如果您不将缩小功能更改为 GL_NEARESTGL_LINEAR.

,纹理将是不完整的 mipmap

设置纹理缩小函数(GL_TEXTURE_MIN_FILTER) glTexParameter:

glBindTexture(GL_TEXTURE_2D, textureName[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);