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GLenum FBO_Attach[] = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT}; GL::glDrawBuffers(2, FBO_Attach); glErr = glGetError(); // ??????????? Hier kommt GL_INVALID_ENUM ??????????? |
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#version 330 uniform sampler2D u_s2dColorMap; in vec3 v3Vertex_; in vec3 v3Normal_; in vec2 v2Texture_; in vec3 v3VertexToLight_; in vec4 v4SecondaryColor_; out vec4 _v4FragColor; void main (void) { float diff; float fTexColSum; float fSecColSum; diff = max(0.01, dot(v3Normal_, v3VertexToLight_)); _v4FragColor = diff * texture(u_s2dColorMap, v2Texture_) + v4SecondaryColor_ + 0.0f; fTexColSum = max( 1.0, texture(u_s2dColorMap, v2Texture_).r + texture(u_s2dColorMap, v2Texture_).g + texture(u_s2dColorMap, v2Texture_).b ); fSecColSum = v4SecondaryColor_.r + v4SecondaryColor_.g + v4SecondaryColor_.b; _v4FragColor.a = max(fSecColSum/3.0, fTexColSum/3.0) + 0.2; } |
Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »stef« (10.10.2012, 13:39)
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »stef« (10.10.2012, 22:39)
Community-Fossil
Beruf: Teamleiter Mobile Applikationen & Senior Software Engineer
Community-Fossil
WTF? Du weißt schon, dass es das Konstrukt "Methode" und "Funktion" gibt? Das da ist ja quasi eine Art Reliquie an das Fliegende Spaghetti Monster!
Damit kannst du deinen Fehler eingrenzen und so vielleicht konkretere Fragen stellen.
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// frame buffer GLuint FBO = 0; // render buffer GLuint RBO_Tex = 0; GLuint RBO_Depth = 0; GLint RBO_X=512; GLint RBO_Y=512; // create framebuffer GL::glGenFramebuffers(1, &FBO); // create renderbuffer glGenTextures(1, &RBO_Tex); GL::glGenRenderbuffers(1, &RBO_Depth); |
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GL::glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FBO); { // bind / setup renderbuffer texture glBindTexture(GL_TEXTURE_2D, RBO_Tex); { // set texture parameter GL::glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // allocate mem for texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, RBO_X, RBO_Y, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, NULL); // attach texture to framebuffer GL::glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, RBO_Tex, 0); } glBindTexture(GL_TEXTURE_2D, 0); // bind / setup renderbuffer depth GL::glBindRenderbuffer(GL_RENDERBUFFER, RBO_Depth); { // allocate mem for RBO GL::glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, RBO_X, RBO_Y); // attach renderbuffer to framebuffer GL::glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, RBO_Depth); } GL::glBindRenderbuffer(GL_RENDERBUFFER, 0); // check status of FBO GLenum FBO_Status = GL::glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); if(FBO_Status != GL_FRAMEBUFFER_COMPLETE) { ssErr.str(""); ssErr << "FBO status not OK !!!"; throw ssErr.str(); } } GL::glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); |
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// render to FBO GL::glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FBO); glBindTexture(GL_TEXTURE_2D, 0); { glViewport(0,0,RBO_X,RBO_Y); GLenum FBO_Attach[] = {GL_COLOR_ATTACHMENT0}; GL::glDrawBuffers(1, FBO_Attach); // Clear buffer (color and depth) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Shader.Use(); { v3Angle_Torus += v3Speed_Torus * g_fTimeDiff; m4MVM = Camera.GetCameraMatrix() * CMatrix44::Build_RotationMatrix(v3Angle_Torus); Shader.SetUniform("u_m4MVM", m4MVM); m3NM = m4MVM.ConvertToNormalMat(); Shader.SetUniform("u_m3NM", m3NM); Torus.Draw(); } Shader.Unuse(); } // render to window GL::glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); { // set viewport glViewport(0,0,g_nWidth,g_nHight); // Clear buffer (color and depth) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Cuboid.m_unTexture2D = RBO_Tex; Shader.Use(); { v3Angle_Cuboid += v3Speed_Cuboid * g_fTimeDiff; m4MVM = Camera.GetCameraMatrix() * CMatrix44::Build_RotationMatrix(v3Angle_Cuboid); Shader.SetUniform("u_m4MVM", m4MVM); m3NM = m4MVM.ConvertToNormalMat(); Shader.SetUniform("u_m3NM", m3NM); Cuboid.Draw(); } Shader.Unuse(); } |
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// frame buffer GLuint FBO = 0; // render buffer GLuint RBO_Tex = 0; GLuint RBO_Depth = 0; GLint RBO_X=1024; GLint RBO_Y=1024; // create framebuffer GL::glGenFramebuffers(1, &FBO); RBO_Tex = texGreen.GetTexture(); GL::glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FBO); { // create renderbuffer glGenTextures(1, &RBO_Tex); glErr = glGetError(); GL::glGenRenderbuffers(1, &RBO_Depth); glErr = glGetError(); // bind / setup renderbuffer texture glBindTexture(GL_TEXTURE_2D, RBO_Tex); glErr = glGetError(); { // allocate mem for texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, RBO_X, RBO_Y, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, NULL); glErr = glGetError(); // set texture parameter GL::glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // attach texture to framebuffer GL::glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, RBO_Tex, 0); glErr = glGetError(); } glBindTexture(GL_TEXTURE_2D, 0); // bind / setup renderbuffer depth GL::glBindRenderbuffer(GL_RENDERBUFFER, RBO_Depth); glErr = glGetError(); { // allocate mem for RBO GL::glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, RBO_X, RBO_Y); glErr = glGetError(); // attach renderbuffer to framebuffer GL::glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, RBO_Depth); glErr = glGetError(); } GL::glBindRenderbuffer(GL_RENDERBUFFER, 0); // check status of FBO GLenum FBO_Status = GL::glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); if(FBO_Status != GL_FRAMEBUFFER_COMPLETE) { ssErr.str(""); ssErr << "FBO status not OK !!!"; throw ssErr.str(); } } GL::glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // render to FBO GL::glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FBO); glBindTexture(GL_TEXTURE_2D, 0); { glViewport(0,0,RBO_X,RBO_Y); glErr = glGetError(); GLenum FBO_Attach[] = {GL_COLOR_ATTACHMENT0}; GL::glDrawBuffers(1, FBO_Attach); glErr = glGetError(); // check status of FBO GLenum FBO_Status = GL::glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); if(FBO_Status != GL_FRAMEBUFFER_COMPLETE) { ssErr.str(""); ssErr << "FBO status not OK !!!"; throw ssErr.str(); } // Clear buffer (color and depth) glClearColor( 0.2f, 0.2f, 0.2f, 0.0f ); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Shader.Use(); { v3Angle_Torus += v3Speed_Torus * g_fTimeDiff; m4MVM = Camera.GetCameraMatrix() * CMatrix44::Build_RotationMatrix(v3Angle_Torus); Shader.SetUniform("u_m4MVM", m4MVM); m3NM = m4MVM.ConvertToNormalMat(); Shader.SetUniform("u_m3NM", m3NM); Torus.Draw(); } Shader.Unuse(); } // Generate MipMaps !!!!!!!!!!!!!!! glBindTexture(GL_TEXTURE_2D, RBO_Tex); GL::glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); // render to window GL::glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); { // set viewport glViewport(0,0,g_nWidth,g_nHight); // Clear buffer (color and depth) glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Cuboid.m_unTexture2D = RBO_Tex; Shader.Use(); { v3Angle_Cuboid += v3Speed_Cuboid * g_fTimeDiff; m4MVM = Camera.GetCameraMatrix() * CMatrix44::Build_RotationMatrix(v3Angle_Cuboid); Shader.SetUniform("u_m4MVM", m4MVM); m3NM = m4MVM.ConvertToNormalMat(); Shader.SetUniform("u_m3NM", m3NM); Cuboid.Draw(); } Shader.Unuse(); } |
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »stef« (10.10.2012, 22:37)
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