OpenTK屏幕外帧缓冲区变形并且使用相同的材​​质渲染不正确?

如何解决OpenTK屏幕外帧缓冲区变形并且使用相同的材​​质渲染不正确?

我正在尝试实现阴影映射:将所有相关对象的深度渲染为屏幕外的纹理,然后在主通道中使用该纹理来找出光源遮挡了哪些碎片。

但是在此之前,我只是试图正确地获取任何形式的帧缓冲区。我创建了一个FBO,其中包含2056x2056 4通道图像,然后是另一个不带纹理的图像,仅表示并绑定回默认的帧缓冲区(opentk窗口)。

我正在使用一个简单的着色器,该着色器在屏幕外缓冲区上使用uvs作为R,G颜色,在主屏幕纹理上使用phong着色器,并且我将发送相同的制服。唯一的区别是我没有清除屏幕外缓冲区,也没有深度附件。但是出于某种原因,屏幕外的帧缓冲区变得超扭曲并且很小,就像它仅占用纹理大小的1/4一样,它扭曲了,并且还有一些怪异的嘈杂剪辑。

这是图片 captured by NVIDIA Nsight Graphics: the offscreen buffer on the left,the default framebuffer on the right.

任何帮助/见解都将非常感谢。 谢谢!

我的FBO班。


<!DOCTYPE HTML>
<html> 
<head>
<link rel="stylesheet" href="style.css">
<link rel="stylesheet" href="https://stackpath.bootstrapcdn.com/bootstrap/4.4.1/css/bootstrap.min.css" integrity="sha384-Vkoo8x4CGsO3+Hhxv8T/Q5PaXtkKtu6ug5TOeNV6gBiFeWPGFN9MuhOf23Q9Ifjh" crossorigin="anonymous">
</head>
<body>

<div class="d-flex justify-content-center" style="margin-bottom: 50px;">
    <h1 style="text-align:center;">PHP-ohjelmointi<br>Loppuharjoitus</h1>
</div>

<div class="d-flex justify-content-center">
    <div id="formi" style="width: 500px;" >
        <form action="rajapinta.php" method="post">

        <input type="text" class="form-control" aria-label="Small" aria-describedby="inputGroup-sizing-sm" name="nimi" v-model="name" placeholder="Tuotteen nimi">
        <input type="text" class="form-control" aria-label="Small" aria-describedby="inputGroup-sizing-sm" name="kategoria" v-model="name" placeholder="Tuotteen kategoria">

        <input type="number" class="form-control" aria-label="Small" aria-describedby="inputGroup-sizing-sm" name="tuoteid" v-model="name" placeholder="Tuoteid">
        <input type="number" class="form-control" aria-label="Small" aria-describedby="inputGroup-sizing-sm" name="hinta" v-model="name" placeholder="Hinta alle (€)">
        <input type="number" class="form-control" aria-label="Small" aria-describedby="inputGroup-sizing-sm" name="paino" v-model="name" placeholder="Paino alle (kg)">

        <input style="margin-top: 20px;" type="submit" value="Lähetä">
        </form>
    </div>
</div>

</body>
</html>

我的Texture类(fbo包含)

namespace MaterialRelated
{
    public class FBO : ITypeID
    {
        public readonly int Handle = 0;
        public readonly CreateFBOs.FBOType Type;
        public Texture Texture { get; private set; }

        public FBO(CreateFBOs.FBOType type,int width,int height,FramebufferAttachment attachment,PixelInternalFormat internalFormat,TextureUnit textureUnit)
        {
            Handle = GL.GenFramebuffer();
            Type = type;
            Use();
            AssignTexture(Texture.Empty(width,height,internalFormat,textureUnit),attachment);
            var fboStatus = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
            if (fboStatus != FramebufferErrorCode.FramebufferComplete)
                throw new Exception($"Frame Buffer Exception! {fboStatus}");
        }

        /// <summary>
        /// Creates default fbo
        /// </summary>
        public FBO()
        {
            Type = CreateFBOs.FBOType.Default;
            Handle = 0;
            Texture = null;
        }

        public void Use()
        {
            GL.BindFramebuffer(FramebufferTarget.Framebuffer,Handle);
        }

        public void SetDrawingStates()
        {
            GL.BindFramebuffer(FramebufferTarget.Framebuffer,Handle);
        }

        public static void UseDefaultBuffer()
        {
            GL.BindFramebuffer(FramebufferTarget.Framebuffer,0);
        }
    
        
        public void AssignTexture(Texture texture,FramebufferAttachment attachment)
        {
            Texture = texture;
             GL.FramebufferTexture2D(FramebufferTarget.Framebuffer,attachment,TextureTarget.Texture2D,texture.Handle,0); //todo fix assign tex
        }

        public int GetTypeID() => (int) Type;
    }
}

我在其中设置了两个fbo(好吧……更多是一个接口)

namespace MaterialRelated
{
    public class Texture
    {

        public TextureUnit TextureUnit { get; private set; }
        public PixelInternalFormat InternalPixelFormat { get; private set; }
        
        public readonly int Handle;
        
        public byte[] Colors; //todo make array for perf
        
        public Image<Rgba32> LaborsImage;
        public int Width { get; private set; }
        public int Height { get; private set; }
        
        public Texture()
        {
            Handle = GL.GenTexture();
        }
  
        /// <summary>
        /// loads file using sixlabors library... turn cookOnLoad off if you're going to manipulate image on cpu before uploading to openGL
        /// </summary>
        public static Texture FromFile(string fileName,TextureUnit textureUnit) //turn cookOnLoad off if you're going to manipulate image on cpu before uploading to openGL
        {
            var texture = new Texture();
            texture.InternalPixelFormat = PixelInternalFormat.Rgba;
            texture.TextureUnit = textureUnit;
            texture.Use();
            texture.ApplyTextureSettings();
            texture.LoadImage(fileName);
            texture.CookSixLaborsImageToByteArray();

            texture.UploadToShader();

            return texture;
        }
        
        public static Texture Empty(int width,TextureUnit textureUnit)
        {
            var texture = new Texture();

            texture.InternalPixelFormat = internalFormat;
            texture.TextureUnit = textureUnit;
            texture.Use();
            texture.ApplyTextureSettings();
            texture.Width = width;
            texture.Height = height;
            texture.CreateEmptyByteArray();

            texture.UploadToShader();
            
            return texture;
        }
        

        public void LoadImage(string fileName)
        {
            string path = SerializationManager.TexturePath + fileName;
            LaborsImage = Image.Load<Rgba32>(path);
            LaborsImage.Mutate(x => x.Flip(FlipMode.Vertical)); //ImageSharp loads from the top-left pixel,whereas OpenGL loads from the bottom-left,causing the texture to be flipped vertically.
            Width  = LaborsImage.Width;
            Height = LaborsImage.Height;
        }

        public void CreateEmptyByteArray()
        {
            int area = Width * Height;
            Colors = new byte[area * 4];
        }
        
        public void CookSixLaborsImageToByteArray()
        {
            if (!LaborsImage.TryGetSinglePixelSpan(out var tempPixels))
                throw new Exception("Image Loading Error: Is Texture Corrupt?");

            int area = Width * Height;
            if (Colors == null || Colors.Length != area * 4) //init colors to proper length if not already
                Colors = new byte[area * 4];

            for (int i = 0; i < tempPixels.Length; i++)
            {
                int indexStart = i * 4;
                Colors[indexStart + 0] = tempPixels[i].R;
                Colors[indexStart + 1] = tempPixels[i].G;
                Colors[indexStart + 2] = tempPixels[i].B;
                Colors[indexStart + 3] = tempPixels[i].A;
            }
        }

        public void Use()
        {
            GL.ActiveTexture(TextureUnit);
            GL.BindTexture(TextureTarget.Texture2D,Handle);
        }
        
        public void UploadToShader()
        {
            Use();
            GL.TexImage2D(TextureTarget.Texture2D,InternalPixelFormat,Width,Height,PixelFormat.Rgba,PixelType.UnsignedByte,Colors);
            GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
        }

        private void ApplyTextureSettings() //todo make it so doesn't always have to be rgba image
        {
            Use();
            GL.TexParameter(TextureTarget.Texture2D,TextureParameterName.TextureWrapS,(int) TextureWrapMode.Repeat); //tex wrap mode
            GL.TexParameter(TextureTarget.Texture2D,TextureParameterName.TextureWrapT,(int) TextureWrapMode.Repeat);
            GL.TexParameter(TextureTarget.Texture2D,TextureParameterName.TextureMagFilter,(int) TextureMagFilter.Linear); //scaling up,tex interp
            GL.TexParameter(TextureTarget.Texture2D,(int) TextureMagFilter.Linear); //scaling down
        }


    }
}

我的绘画循环:

ShadowBuffer = new FBO(FBOType.Shadow,2560,FramebufferAttachment.ColorAttachment0,PixelInternalFormat.Rgba,TextureUnit.Texture3);
            var defaultBuffer = new FBO();

解决方法

最后的问题是:

  • 我没有更改GL.viewport的大小以匹配帧缓冲区。
  • 我没有启用人脸剔除,因此当我基于uvs /法线(没有深度附件)进行着色时,有时会穿过球体多边形的内壳而不是外壳,从而导致颜色不连续屏幕纹理的大小。

我也偶然地没有正确设置纹理过滤,但这并不是我关注的任何主要图形故障的原因。

谢谢您的帮助!

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