如何使用计算着色器计算值并将它们存储在 3D 纹理中?

如何解决如何使用计算着色器计算值并将它们存储在 3D 纹理中?

我正在尝试使用计算着色器进行 3D 物理模拟,但无法将任何内容存储到我的 3D 纹理中。我的着色器编译成功,但是当从 3D 纹理读回任何值时,我得到一个零向量。我之前也没有使用过计算着色器,所以我不确定我是否为了实现我想要的而正确分配工作负载。

我已经在一个小例子中隔离了这个问题。基本上,compute.glsl 着色器具有统一的 image3D,并使用 imageStore 将 vec4(1,1,1) 写入 gl_WorkGroupID。在 C++ 中,我创建了一个 100x100x100 的 3D 纹理并将其绑定到着色器的制服,然后我调用 glDispatchCompute(100,100,100) - 据我所知,这将创建 1,000,000 个作业/着色器调用,一个用于纹理中的每个坐标。在我的 view.glsl 片段着色器中,我读取了随机坐标的值(在本例中为 (3,5,7))并输出。我用这个阴影一个立方体对象。

我尝试过的一切都会导致输出一个黑色立方体:

enter image description here

这是我的代码(我一直在关注 learnopengl.com,所以除了我扩展了着色器类来处理计算着色器之外,它几乎是相同的样板内容):

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include <learnopengl/shader_m.h>

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window,int width,int height);
void processInput(GLFWwindow* window);

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

struct vaoinfo
{
    unsigned int VBO,VAO,EBO;
    vaoinfo() : VAO(0),VBO(0),EBO(0)
    {}
};

void create_vao(vaoinfo& info)
{
    glGenVertexArrays(1,&info.VAO);
    glGenBuffers(1,&info.VBO);
    glGenBuffers(1,&info.EBO);
}

void init_vao(vaoinfo& info,float* vertices,int num_vertices,int* indices,int num_indices)
{
    glGenVertexArrays(1,&info.EBO);
    glBindVertexArray(info.VAO);
    glBindBuffer(GL_ARRAY_BUFFER,info.VBO);
    glBufferData(GL_ARRAY_BUFFER,sizeof(float) * num_vertices,vertices,GL_STATIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,info.EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(int) * num_indices,indices,GL_STATIC_DRAW);
    glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3 * sizeof(float),(void*)0);
    glEnableVertexAttribArray(0);
    glBindVertexArray(0);
}

int main()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3);
    glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH,SCR_HEIGHT,"LearnOpenGL",NULL,NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window,framebuffer_size_callback);

    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    vaoinfo cube;
    create_vao(cube);

    glm::vec3 c(0.5,0.5,0.5);
    float verts[24] =
    {
         c.x,-c.y,c.z,c.x,c.y,-c.x,-c.z,};

    int indices[36] =
    {
        7,4,6,7,2,6
    };

    init_vao(cube,verts,24,36);

    // Create a 3D texture
    unsigned int texId;
    glGenTextures(1,&texId);
    glBindTexture(GL_TEXTURE_3D,texId);
    glTexParameteri(GL_TEXTURE_3D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_3D,GL_TEXTURE_WRAP_T,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
    glTexParameteri(GL_TEXTURE_3D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
    glTexImage3D(GL_TEXTURE_3D,GL_RGBA8_SNORM,GL_RGBA,nullptr);

    // Create shaders
    Shader computeShader("compute.glsl");
    Shader viewShader("coords.glsl","view.glsl");
    
    while (!glfwWindowShouldClose(window))
    {
        processInput(window);

        computeShader.use();
        computeShader.setInt("img",0);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_3D,texId);
        glDispatchCompute(100,100);
        glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);

        glClearColor(0.2f,0.3f,1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


        viewShader.use();
        viewShader.setInt("img",texId);

        glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
        glm::mat4 view = glm::mat4(1.0f);
        glm::mat4 projection = glm::mat4(1.0f);
        model = glm::rotate(model,(float)glfwGetTime(),glm::vec3(0.5f,1.0f,0.0f));
        view = glm::translate(view,glm::vec3(0.0f,0.0f,-3.0f));
        projection = glm::perspective(glm::radians(45.0f),(float)SCR_WIDTH / (float)SCR_HEIGHT,0.1f,100.0f);
        
        unsigned int modelLoc = glGetUniformLocation(viewShader.ID,"model");
        unsigned int viewLoc = glGetUniformLocation(viewShader.ID,"view");
        unsigned int projLoc = glGetUniformLocation(viewShader.ID,"projection");
        glUniformMatrix4fv(modelLoc,glm::value_ptr(model));
        glUniformMatrix4fv(viewLoc,glm::value_ptr(view));
        glUniformMatrix4fv(projLoc,glm::value_ptr(projection));

        // render cube
        glBindVertexArray(cube.VAO);
        glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,nullptr);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}

void processInput(GLFWwindow* window)
{
    if (glfwGetKey(window,GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window,true);
}

void framebuffer_size_callback(GLFWwindow* window,int height)
{
    glViewport(0,width,height);
}

compute.glsl:

#version 430

layout(local_size_x=1,local_size_y=1,local_size_z=1) in;
layout(rgba8_snorm,binding=0) uniform image3D img;

uniform vec3 position;

void main()
{
    ivec3 voxel_coord = ivec3(gl_WorkGroupID);
    imageStore(img,voxel_coord,vec4(1,1));
}

coords.glsl(顶点着色器):

#version 430 core
layout (location = 0) in vec3 aPos;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(aPos,1.0f);
}

view.glsl(片段着色器):

#version 430 core
out vec4 FragColor;

layout(rgba8_snorm,binding=0) uniform image3D img;

void main()
{
    FragColor = imageLoad(img,ivec3(3,7));
}

解决方法

结果我错过了对 glBindImageTexture 的调用 - 我认为为了将我的纹理绑定到着色器的图像变量,我需要设置统一并调用 glActiveTexture+glBindTexture 但似乎只需要 glBindImageTexture。>

我替换了:

computeShader.setInt("img",0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D,texId)

与:

glBindImageTexture(0,texId,true,GL_WRITE_ONLY,GL_RGBA16);

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