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Accessing Multiple FBO Textures in GLSL to create another texture

I created 4 textures and attach them to FBO, named fbo_texture0 - fbo_texture3. All of them are successfully created, as given by the following screenshot:

Accessing Multiple FBO Textures in GLSL to create another texture

image 1

Now, i wanted to create the 5th texture which is obtained from the previous textures (fbo_texture0 - fbo_texture3) using GLSL. For now, i just want to copy the first texture into the fifth texture. Unfortunately, here is what i got:

Accessing Multiple FBO Textures in GLSL to create another texture

image 2

The question is:

  1. How can i access these fbo textures in GLSL?
  2. How can i create the 5th texture? (or copy from the first texture to the fifth texture?)

Here's the complete code of the program (in case needed):

    #include <windows.h>
#include <GL/glew.h> // Include the GLEW header file
#include <GL/glut.h> // Include the GLUT header file
#include <iostream> // Allow us to print to the console

using namespace std;

bool* keyStates = new bool[256]; // Create an array of boolean values of length 256 (0-255)

unsigned int fbo; // The frame buffer object
unsigned int fbo_depth; // The depth buffer for the frame buffer object
unsigned int fbo_texture0; // The texture object to write our frame buffer object to
unsigned int fbo_texture1;
unsigned int fbo_texture2;
unsigned int fbo_texture3;
unsigned int fbo_texture4;
GLhandleARB shaderProgram;
GLhandleARB vertexShader;
GLhandleARB fragmentShader;

int window_width = 500; // The width of our window
int window_height = 500; // The height of our window

void initFrameBufferDepthBuffer(void) {
    glGenRenderbuffers(1, &fbo_depth); // Generate one render buffer and store the ID in fbo_depth
    glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth); // Bind the fbo_depth render buffer
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, window_width, window_height); // Set the render buffer storage to be a depth component, with a width and height of the window
    glBindRenderbuffer(GL_RENDERBUFFER, 0); // Unbind the render buffer
}

void initFrameBufferTextures(void) {
    glGenTextures(1, &fbo_texture0); // Generate one ture
    glBindTexture(GL_TEXTURE_2D, fbo_texture0); // Bind the ture fbo_texture
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, window_width, window_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // Create a standard ture with the width and height of our window
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glBindTexture(GL_TEXTURE_2D, 0);


    glGenTextures(1, &fbo_texture1); // Generate one ture
    glBindTexture(GL_TEXTURE_2D, fbo_texture1); // Bind the ture fbo_texture
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, window_width, window_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // Create a standard ture with the width and height of our window
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glBindTexture(GL_TEXTURE_2D, 0);

    glGenTextures(1, &fbo_texture2); // Generate one ture
    glBindTexture(GL_TEXTURE_2D, fbo_texture2); // Bind the ture fbo_texture
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, window_width, window_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // Create a standard ture with the width and height of开发者_开发百科 our window
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glBindTexture(GL_TEXTURE_2D, 0);


    glGenTextures(1, &fbo_texture3); // Generate one ture
    glBindTexture(GL_TEXTURE_2D, fbo_texture3); // Bind the ture fbo_texture
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, window_width, window_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // Create a standard ture with the width and height of our window
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glBindTexture(GL_TEXTURE_2D, 0);

    glGenTextures(1, &fbo_texture4); // Generate one ture
    glBindTexture(GL_TEXTURE_2D, fbo_texture4); // Bind the ture fbo_texture
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, window_width, window_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // Create a standard ture with the width and height of our window
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glBindTexture(GL_TEXTURE_2D, 0);
}

void printInfoLog(GLhandleARB obj)
{
    int infologLength = 0;
    int charsWritten  = 0;
    char* infoLog;

    glGetObjectParameterivARB(obj, GL_OBJECT_INFO_LOG_LENGTH_ARB, &infologLength);
    if (infologLength > 0)
    {
        infoLog = (char*)malloc(infologLength);
        glGetInfoLogARB(obj, infologLength, &charsWritten, infoLog);
        printf("%s\n",infoLog);
        free(infoLog);
    }
}

void initFrameBuffer(void) {
    initFrameBufferDepthBuffer(); // Initialize our frame buffer depth buffer
    initFrameBufferTextures(); // Initialize our frame buffer ture
    glGenFramebuffers(1, &fbo); // Generate one frame buffer and store the ID in fbo
    glBindFramebuffer(GL_FRAMEBUFFER, fbo); // Bind our frame buffer
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo_texture0, 0);// Attach the ture fbo_texturen to the color buffer in our frame buffer
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, fbo_texture1, 0);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, fbo_texture2, 0); 
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, fbo_texture3, 0);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, fbo_texture4, 0);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo_depth); // Attach the depth buffer fbo_depth to our frame buffer
        GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); // Check that status of our generated frame buffer
        if (status != GL_FRAMEBUFFER_COMPLETE) // If the frame buffer does not report back as complete
        {
            cout << "Couldn't create frame buffer" << endl; // Output an error to the console
            exit(0); // Exit the application
        }
    glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer
}

void init(void) {
    //glEnable(GL_TEXTURE_2D); // Enable turing so we can bind our frame buffer ture
    glEnable(GL_DEPTH_TEST); // Enable depth testing
    initFrameBuffer(); // Create our frame buffer object
}

void keyOperations (void) {
    if (keyStates['a']) { // If the a key has been pressed
        // Perform 'a' key operations
    }
}

void renderTextures(void) {
    glBindFramebuffer(GL_FRAMEBUFFER, fbo); // Bind our frame buffer for rendering
    glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT); // Push our glEnable and glViewport states
    glViewport(0, 0, window_width, window_height); // Set the size of the frame buffer view port

    glDrawBuffer(GL_COLOR_ATTACHMENT0);
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set the clear colour
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear the depth and colour buffers
        glLoadIdentity();// Reset the modelview matrix
        glTranslatef(0.0f, 0.0f, -5.0f);
       //Add ambient light
        GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f}; //Color(0.2, 0.2, 0.2)
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor);

        //Add positioned light
        GLfloat lightColor0[] = {0.5f, 0.5f, 0.5f, 1.0f}; //Color (0.5, 0.5, 0.5)
        GLfloat lightPos0[] = {4.0f, 0.0f, 8.0f, 1.0f}; //Positioned at (4, 0, 8)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0);
        glLightfv(GL_LIGHT0, GL_POSITION, lightPos0);
        //Add directed light
        GLfloat lightColor1[] = {0.5f, 0.2f, 0.2f, 1.0f}; //Color (0.5, 0.2, 0.2)
        //Coming from the direction (-1, 0.5, 0.5)
        GLfloat lightPos1[] = {-1.0f, 0.5f, 0.5f, 0.0f};
        glLightfv(GL_LIGHT1, GL_DIFFUSE, lightColor1);
        glLightfv(GL_LIGHT1, GL_POSITION, lightPos1);
        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT0);
        glEnable(GL_LIGHT1);
        glEnable(GL_DEPTH_TEST);

        glutSolidTeapot(2.0);
        glColor3f(0.1,0.2,0.7);

    glDrawBuffer(GL_COLOR_ATTACHMENT1);
        glClearColor(0.5f, 0.5f, 0.0f, 1.0f); // Set the clear colour
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear the depth and colour buffers
        glLoadIdentity();// Reset the modelview matrix
        glTranslatef(0.0f, 0.0f, -5.0f);
        glutSolidTorus(0.80, 1.6, 50, 100);
        glColorMaterial ( GL_FRONT_AND_BACK, GL_EMISSION ) ;
        glEnable ( GL_COLOR_MATERIAL ) ;

    glDrawBuffer(GL_COLOR_ATTACHMENT2);
        glClearColor(0.5f, 0.0f, 0.0f, 1.0f); // Set the clear colour
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear the depth and colour buffers
        glLoadIdentity();// Reset the modelview matrix
        glTranslatef(0.0f, 0.0f, -2.0f);
        glutSolidTetrahedron();
        glColorMaterial ( GL_FRONT_AND_BACK, GL_EMISSION ) ;
        glEnable ( GL_COLOR_MATERIAL ) ;

    glDrawBuffer(GL_COLOR_ATTACHMENT3);
        glClearColor(0.5f, 0.0f, 0.3f, 1.0f); // Set the clear colour
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear the depth and colour buffers
        glLoadIdentity();// Reset the modelview matrix
        glTranslatef(0.0f, 0.0f, -2.0f);
        glutSolidOctahedron();
        glColorMaterial ( GL_FRONT_AND_BACK, GL_EMISSION ) ;
        glEnable ( GL_COLOR_MATERIAL ) ;

    glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our ture

    glActiveTexture(GL_TEXTURE0);
    //glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, fbo_texture0);
    glUniform1i(glGetUniformLocation(shaderProgram, "tex0"), 0);

    glActiveTexture(GL_TEXTURE1);
    //glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, fbo_texture1);
    glUniform1i(glGetUniformLocation(shaderProgram, "tex1"), 1);

    glActiveTexture(GL_TEXTURE2);
    //glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, fbo_texture2);
    glUniform1i(glGetUniformLocation(shaderProgram, "tex2"), 2);

    glActiveTexture(GL_TEXTURE3);
    //glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, fbo_texture3);
    glUniform1i(glGetUniformLocation(shaderProgram, "tex3"), 3);

glPopAttrib(); // Restore our glEnable and glViewport states
glutSwapBuffers();
}

static char* textFileRead(const char *fileName) {
    char* text;

    if (fileName != NULL) {
        FILE *file = fopen(fileName, "rt");

        if (file != NULL) {
            fseek(file, 0, SEEK_END);
            int count = ftell(file);
            rewind(file);

            if (count > 0) {
                text = (char*)malloc(sizeof(char) * (count + 1));
                count = fread(text, sizeof(char), count, file);
                text[count] = '\0';
            }
            fclose(file);
        }
    }
    return text;
}

void initShader(){
    char* vsSource = textFileRead("./shader/multitexture.vs");
    char* fsSource = textFileRead("./shader/multitexture.fs");

    printf("%s\n",fsSource);

    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, (const GLchar **)(&vsSource), NULL);
    glCompileShader(vertexShader);
    printInfoLog(vertexShader);

    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, (const GLchar **)(&fsSource), NULL);
    glCompileShader(fragmentShader);
    printInfoLog(fragmentShader);

    delete [] vsSource;
    delete [] fsSource;

    shaderProgram = glCreateProgram();

    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
}



void display (void) {
    keyOperations(); // Perform any key presses
            glUseProgram(0);
    renderTextures(); // Render our teapot scene into our frame buffer
            GLsync s = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
            glUseProgram(shaderProgram);
    glClearColor(0.0f, 1.0f, 0.0f, 1.0f); // Clear the background of our window to red
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear the colour buffer (more buffers later on)
    glLoadIdentity(); // Load the Identity Matrix to reset our drawing locations
    glTranslatef(-4.7f, 1.0f, -4.0f);

    glWaitSync(s, 0, GL_TIMEOUT_IGNORED); 
        glDeleteSync(s);
    glBindTexture(GL_TEXTURE_2D, fbo_texture0); // Bind our frame buffer ture
    glBegin(GL_QUADS);
        glColor4f(1, 1, 1, 1);
        glTexCoord2f(0.0f, 0.0f);
        glVertex3f(-1.0f, -1.0f, 0.0f); // The bottom left corner
        glTexCoord2f(0.0f, 1.0f);
        glVertex3f(-1.0f, 1.0f, 0.0f); // The top left corner
        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(1.0f, 1.0f, 0.0f); // The top right corner
        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(1.0f, -1.0f, 0.0f); // The bottom right corner
    glEnd();
    glBindTexture(GL_TEXTURE_2D, 0); // Unbind any tures

    glLoadIdentity();
    glTranslatef(-2.5f, 1.0f, -4.0f);

    glBindTexture(GL_TEXTURE_2D, fbo_texture1); // Bind our frame buffer ture
        glBegin(GL_QUADS);
            glColor4f(1, 1, 1, 1);
            glTexCoord2f(0.0f, 0.0f);
            glVertex3f(-1.0f, -1.0f, 0.0f); // The bottom left corner
            glTexCoord2f(0.0f, 1.0f);
            glVertex3f(-1.0f, 1.0f, 0.0f); // The top left corner
            glTexCoord2f(1.0f, 1.0f);
            glVertex3f(1.0f, 1.0f, 0.0f); // The top right corner
            glTexCoord2f(1.0f, 0.0f);
            glVertex3f(1.0f, -1.0f, 0.0f); // The bottom right corner
        glEnd();
    glBindTexture(GL_TEXTURE_2D, 0); // Unbind any tures

    glLoadIdentity();
    glTranslatef(-0.3f, 1.0f, -4.0f);

    glBindTexture(GL_TEXTURE_2D, fbo_texture2); // Bind our frame buffer ture
    glBegin(GL_QUADS);
        glColor4f(1, 1, 1, 1);
        glTexCoord2f(0.0f, 0.0f);
        glVertex3f(-1.0f, -1.0f, 0.0f); // The bottom left corner
        glTexCoord2f(0.0f, 1.0f);
        glVertex3f(-1.0f, 1.0f, 0.0f); // The top left corner
        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(1.0f, 1.0f, 0.0f); // The top right corner
        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(1.0f, -1.0f, 0.0f); // The bottom right corner
    glEnd();
    glBindTexture(GL_TEXTURE_2D, 0); // Unbind any tures

    glLoadIdentity();
    glTranslatef(1.9f, 1.0f, -4.0f);

    glBindTexture(GL_TEXTURE_2D, fbo_texture3); // Bind our frame buffer ture
    glBegin(GL_QUADS);
        glColor4f(1, 1, 1, 1);
        glTexCoord2f(0.0f, 0.0f);
        glVertex3f(-1.0f, -1.0f, 0.0f); // The bottom left corner
        glTexCoord2f(0.0f, 1.0f);
        glVertex3f(-1.0f, 1.0f, 0.0f); // The top left corner
        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(1.0f, 1.0f, 0.0f); // The top right corner
        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(1.0f, -1.0f, 0.0f); // The bottom right corner
    glEnd();
    glBindTexture(GL_TEXTURE_2D, 0); // Unbind any tures

    glLoadIdentity();
    glTranslatef(4.1f, 1.0f, -4.0f);

    glBindTexture(GL_TEXTURE_2D, fbo_texture4); // Bind our frame buffer ture
    glBegin(GL_QUADS);
        glColor4f(1, 1, 1, 1);
        glTexCoord2f(0.0f, 0.0f);
        glVertex3f(-1.0f, -1.0f, 0.0f); // The bottom left corner
        glTexCoord2f(0.0f, 1.0f);
        glVertex3f(-1.0f, 1.0f, 0.0f); // The top left corner
        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(1.0f, 1.0f, 0.0f); // The top right corner
        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(1.0f, -1.0f, 0.0f); // The bottom right corner
    glEnd();
    glBindTexture(GL_TEXTURE_2D, 0); // Unbind any tures

    glutSwapBuffers();
}

void reshape (int width, int height) {
    glViewport(0, 0, (GLsizei)width, (GLsizei)height); // Set our viewport to the size of our window
    glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed
    glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up)
    gluPerspective(60, (GLfloat)width / (GLfloat)height, 1.0, 100.0); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes
    glMatrixMode(GL_MODELVIEW); // Switch back to the model view matrix, so that we can start drawing shapes correctly
}

void keyPressed (unsigned char key, int x, int y) {
    keyStates[key] = true; // Set the state of the current key to pressed
}

void keyUp (unsigned char key, int x, int y) {
    keyStates[key] = false; // Set the state of the current key to not pressed
}

int main (int argc, char **argv) {
    glutInit(&argc, argv); // Initialize GLUT
    glutInitDisplayMode (GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGBA); // Set up a basic display buffer (only single buffered for now)
    glutInitWindowSize (1280, 500); // Set the width and height of the window
    glutInitWindowPosition (100, 100); // Set the position of the window
    glutCreateWindow ("OpenGL FBO"); // Set the title for the window

    if (GLEW_OK != glewInit()) {
        std::cout << "Couldn't initialize GLEW" << std::endl;
        exit(0);
    }
    initShader();
    init();

    glutDisplayFunc(display); // Tell GLUT to use the method "display" for rendering
    glutIdleFunc(display); // Tell GLUT to use the method "display" for rendering
    glutReshapeFunc(reshape); // Tell GLUT to use the method "reshape" for reshaping
    glutKeyboardFunc(keyPressed); // Tell GLUT to use the method "keyPressed" for key presses
    glutKeyboardUpFunc(keyUp); // Tell GLUT to use the method "keyUp" for key up events
    glutMainLoop(); // Enter GLUT's main loop
}

Here is the vertex shader:

void main(void) 
{ 
    gl_TexCoord[0] = gl_MultiTexCoord0;
    gl_Position = ftransform();
}

And here is the fragment shader:

uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform sampler2D tex3;

void main(void) 
{ 
    gl_FragColor = texture2D(tex0, gl_TexCoord[0].st);
}

EDIT #1

After modifying the code as suggested by @Damon (the code has been edited as well) , here's the screenshot of the result:

Accessing Multiple FBO Textures in GLSL to create another texture

image 3

Now, I don't really know what the problem actually is. I tried to change the fragment shader to access another texture e.g. gl_FragColor = texture2D(tex2, gl_TexCoord[0].st); but i still got the same display as above. So i think it is definitely not the modelview/projection problem.

EDIT #2

The problem still left unclear. However, I tried to give only one glActiveTexture(GL_TEXTUREn); command at the program, and comment out other glActiveTexture command (without shader modification), and got the following result:

Accessing Multiple FBO Textures in GLSL to create another texture

image 4 Only glActiveTexture(GL_TEXTURE0);activated.

Accessing Multiple FBO Textures in GLSL to create another texture

image 5 Only glActiveTexture(GL_TEXTURE1);activated.

Accessing Multiple FBO Textures in GLSL to create another texture

image 6 Only glActiveTexture(GL_TEXTURE2);activated.

Accessing Multiple FBO Textures in GLSL to create another texture

image 7 Only glActiveTexture(GL_TEXTURE3);activated.

When at least 2 glActiveTexture(GL_TEXTUREn); activated, i got the same result as image 5. That left me wondering what the problem actually is.


initShader compiles and links a shader. You seem to be binding the textures to texture units within renderTextures in an OK manner, too (after unbinding the FBO, which is important to sync). So far so good, but I can't find glUseProgram anywhere in the code. That would mean the rendering falls back to fixed function, which does not have any textures bound at that time.

The fragment shader reads only from tex0, so of course you wouldn't expect to see tex1-tex3 anyway (but I guess that's just the minimum working example code).

Other than that, it looks OK from what I can see by reading over the code in 5 mins.

(As a sidenote: init calls glEnable(GL_TEXTURE_2D), this is not strictly wrong, but useless as soon as you use a shader, see this.)


How about this:

glBindFramebuffer(GL_FRAMEBUFFER, fbo); // Bind our frame buffer for rendering
glDrawBuffer(GL_COLOR_ATTACHMENT4);
glBindTexture(GL_TEXTURE_2D, fbo_texture0); // bind texture that is rendered in 0-th attachment
glBegin(GL_QUADS);
    glColor4f(1, 1, 1, 1);
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(-1.0f, -1.0f, 0.0f); // The bottom left corner
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(-1.0f, 1.0f, 0.0f); // The top left corner
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(1.0f, 1.0f, 0.0f); // The top right corner
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(1.0f, -1.0f, 0.0f); // The bottom right corner
glEnd();
glBindFramebuffer(GL_FRAMEBUFFER, 0);

You just render into 4th attachment with binded texture from 0-th attachment.

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