问题描述
我是 OpenGL 的新手。我想使用帧缓冲区读取并保存渲染场景中的所有深度值。我设法将其设置为附加到深度组件的帧缓冲区。但是当我将深度纹理渲染到默认帧缓冲区(显示窗口)时,它只显示白色,即使我对深度值进行了线性化(教程来自 https://learnopengl.com/)。当我从默认帧缓冲区片段着色器中的 gl_FragCoord.z 访问深度值时,我得到了一个深度图,并且绘图也正常,但是当将深度作为纹理从单独的帧缓冲区发送到默认值时,深度图像是强烈的白色。
我为此编写的代码如下:
自定义帧缓冲顶点和片段着色器
const char* vertexShaderFBO =
"#version 330\n"
"layout (location = 0) in vec3 vp;"
"uniform mat4 camera;"
"uniform mat4 projection;"
"void main() {"
" gl_Position = camera * projection * vec4(vp.x,vp.y,vp.z,1.0);"
"}";
const char* fragmentShaderFBO =
"#version 330\n"
"layout (location = 0) out float frag_depth;"
"float near = 0.1;"
"float far = 100;"
"float LinearizeDepth(float depth)"
"{"
" float z = depth * 2.0 - 1.0;"
" return (2.0 * near * far) / (far + near - z * (far - near));"
"}"
"void main() {"
" float linearDepth = LinearizeDepth(gl_FragCoord.z) / far;" // divided by far is just to visualize depth
" frag_depth = linearDepth ;"
"}";
默认帧缓冲顶点和片段着色器
const char* vertexShader =
"#version 330\n"
"layout (location = 0) in vec3 vp;"
"uniform mat4 camera;"
"uniform mat4 projection;"
"void main() {"
" gl_Position = camera * projection * vec4(vp.x,1.0);"
"}";
const char* fragmentShader =
"#version 330\n"
"out vec4 frag_colour;"
"uniform sampler2D depthSampler;"
"in vec2 texCoords;"
"void main() {"
" float depthVal = texture(depthSampler,texCoords).r;"
" frag_colour = vec4(vec3(depthVal),1);"
"}";
深度纹理
gluint setDepthTexture()
{
gluint texture;
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_2D,texture);
glTexImage2D(GL_TEXTURE_2D,GL_DEPTH_COMPONENT,SCREEN_SIZE.x,SCREEN_SIZE.y,GL_FLOAT,0);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_COMPARE_MODE,GL_NONE);
return texture;
}
int renderOFF(Vertices* vertices,Faces* faces,Views* views)
{
// initializaion
...
...
glEnable(GL_DEPTH_TEST); // enable depth buffer
glDepthFunc(GL_LESS); // If pixel closer to camera then overwrite the existing pixel
...
...
// create framebuffer shader
gluint shaderProgramFBO = createShader(vertexShaderFBO,fragmentShaderFBO);
// create renderer shader
gluint shaderProgram = createShader(vertexShader,fragmentShader);
//set texture
gluint depthTexture = setDepthTexture();
// set framebuffer
unsigned int fbo;
glGenFramebuffers(1,&fbo);
glBindFramebuffer(GL_FRAMEBUFFER,fbo);
// attach texture to framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D,depthTexture,0);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
std::cout << "Failed to bind framebuffer" << std::endl;
return -1;
}
// Use no color attachment
glDrawBuffer(GL_NONE);
glreadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER,0);
gluseProgram(shaderProgram);
gluniform1i(glGetUniformlocation(shaderProgram,"depthSampler"),0);
// set camera
...
...
while(!glfwWindowShouldClose(glfWwindow))
{
// check OpenGL error
GLenum err;
while ((err = glGetError()) != GL_NO_ERROR) {
std::cout << "OpenGL error: " << err << std::endl;
}
// bind to custom framebuffer
glBindFramebuffer(GL_FRAMEBUFFER,fbo);
glClearColor(0,1); // clear screen to black
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gluseProgram(shaderProgramFBO);
...
glEnable(GL_DEPTH_TEST);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES,faces->size,GL_UNSIGNED_INT,0);
glBindFramebuffer(GL_FRAMEBUFFER,0);
// default framebuffer
glClearColor(0,1); // clear screen to black
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
processKeyBoardInput(glfWwindow);
...
//gldisable(GL_DEPTH_TEST);
glBindVertexArray(vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,depthTexture);
glDrawElements(GL_TRIANGLES,0);
glfwSwapBuffers(glfWwindow);
glfwPollEvents();
sleep(1);
}
glDeleteFramebuffers(1,&fbo);
glDeleteVertexArrays(1,&vao);
glDeleteBuffers(1,&vbo);
glfwTerminate();
return 0;
}
生成的渲染图像与预期的图像结果如下所示
解决方法
片段着色器将 [near,far] 范围内的深度值分配给 [0.0,1.0] 范围内的颜色值。如果所有几何体都在接近 0.0 的区域中,则渲染将显示为几乎黑色,因为 0.1 渲染为黑色,100 渲染为白色。将视点 (viewing frustum) 的近平面和远平面尽可能靠近几何体,以利用 0.0 和 1.0 之间的整个范围。
当近平面接近 0 时,您的片段着色器会正常工作。随着近平面变大,您应该使用:
float linearDepth = LinearizeDepth(gl_FragCoord.z) / far;
float linearDepth = (LinearizeDepth(gl_FragCoord.z) - near) / (far - near);