我的主要目标是获取设备上触摸的模型坐标,以便检查您触摸的内容。我正在使用一个大型模型,必须绘制许多东西,这些东西也必须是可触摸的。
为了达到这个目的,我知道两种可能的方法:一方面,我们可以进行光线投射,并将相机的指向矢量与模型相交,我们必须将它存储在内存中的某些位置。另一方面,那就是我想做的事情,我们可以用旧时尚做到:
function gluUnProject(winx, winy, winz: TGLdouble;
const modelMatrix: TGLMatrixd4;
const projMatrix: TGLMatrixd4;
const viewport: TGLVectori4;
objx, objy, objz
并将屏幕坐标转换回模型坐标。我纠正到这儿了吗?你知道其他opengl应用程序中的触摸处理方法吗? 正如您所看到的,该函数将winz作为参数,这将是屏幕坐标处片段的高度,此信息通常来自深度缓冲区。我已经知道opengl-es 2.0不提供对它内部使用的深度缓冲区的访问,就像在“普通”opengl中一样。那我怎么能得到这些信息呢?
Apple提供了两种可能性。创建具有深度附件的屏幕外帧缓冲区,或者将深度信息渲染到纹理中。遗憾的是,对我来说,手册没有显示将信息读回iOS的方法。我想我必须使用glReadPixels并从它们读回来。我实现了我能找到的所有东西,但无论我如何设置,我都无法从屏幕外帧缓冲区或纹理中获得正确的高度结果。我希望得到一个带有z值的GL_FLOAT。
Z:28550323
r:72 g:235 b:191 [3]:1< - 总是这个
就像我们现在一样,iOS库中没有glu库,所以我根据这个来源查找代码并实现了以下方法:link。 GLKVector2屏幕输入变量是屏幕上的X,Y坐标,由UITabGestureRecognizer读取
-(GLKVector4)unprojectScreenPoint:(GLKVector2)screen {
//get active viewport
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
NSLog(@"viewport [0]:%d [1]:%d [2]:%d [3]:%d", viewport[0], viewport[1], viewport[2], viewport[3]);
//get matrices
GLKMatrix4 projectionModelViewMatrix = GLKMatrix4Multiply(_modelViewMatrix, _projectionMatrix);
projectionModelViewMatrix = GLKMatrix4Invert(projectionModelViewMatrix, NULL);
//in ios Y is inverse
screen.v[1] = viewport[3]-screen.v[1];
NSLog(@"screen: [0]:%.2f [1]:%.2f", screen.v[0], screen.v[1]);
//read from the depth component of the last rendererd offscreen framebuffer
/*
GLubyte z;
glBindFramebuffer(GL_FRAMEBUFFER, _depthFramebuffer);
glReadPixels(screen.v[0], screen.v[1], 1, 1, GL_DEPTH_COMPONENT16, GL_UNSIGNED_BYTE, &z);
NSLog(@"z:%c", z);
*/
//read from the last rendererd depth texture
Byte rgb[4];
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _depthTexture);
glReadPixels(screen.v[0], screen.v[1], 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &z);
glBindTexture(GL_TEXTURE_2D, 0);
NSLog(@"r:%d g:%d b:%d [3]:%d", rgb[0], rgb[1], rgb[2], rgb[3]);
GLKVector4 in = GLKVector4Make(screen.v[0], screen.v[1], 1, 1.0);
/* Map x and y from window coordinates */
in.v[0] = (in.v[0] - viewport[0]) / viewport[2];
in.v[1] = (in.v[1] - viewport[1]) / viewport[3];
/* Map to range -1 to 1 */
in.v[0] = in.v[0] * 2.0 - 1.0;
in.v[1] = in.v[1] * 2.0 - 1.0;
in.v[2] = in.v[2] * 2.0 - 1.0;
GLKVector4 out = GLKMatrix4MultiplyVector4(projectionModelViewMatrix, in);
if(out.v[3]==0.0) {
NSLog(@"out.v[3]==0.0");
return GLKVector4Make(0.0, 0.0, 0.0, 0.0);
}
out.v[0] /= out.v[3];
out.v[1] /= out.v[3];
out.v[2] /= out.v[3];
return out;
}
它尝试从深度缓冲区或深度纹理中读取数据,这些数据都是在绘制时生成的。我知道这段代码的效率非常低,但首先必须在我清理之前运行。
我尝试仅绘制额外的帧缓冲区(此处已注释掉),仅绘制到块中,并且没有成功。
-(void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
glUseProgram(_program);
//http://stackoverflow.com/questions/10761902/ios-glkit-and-back-to-default-framebuffer
GLint defaultFBO;
glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, &defaultFBO);
GLint defaultRBO;
glGetIntegerv(GL_RENDERBUFFER_BINDING_OES, &defaultRBO);
//GLint defaultDepthRenderBuffer;
//glGetIntegerv(GL_Depth_B, &defaultRBO);
GLuint width, height;
//width = height = 512;
width = self.view.frame.size.width;
height = self.view.frame.size.height;
GLuint framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
/* method offscreen framebuffer
GLuint depthRenderbuffer;
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
*/
//method render to texture
glActiveTexture(GL_TEXTURE1);
//https://github.com/rmaz/Shadow-Mapping
//http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/WorkingwithEAGLContexts/WorkingwithEAGLContexts.html
GLuint depthTexture;
glGenTextures(1, &depthTexture);
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// we do not want to wrap, this will cause incorrect shadows to be rendered
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// set up the depth compare function to check the shadow depth
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_EXT, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_EXT, GL_COMPARE_REF_TO_TEXTURE_EXT);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8_OES, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER) ;
if(status != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"failed to make complete framebuffer object %x", status);
}
GLenum glError = glGetError();
if(GL_NO_ERROR != glError) {
NSLog(@"Offscreen OpenGL Error: %d", glError);
}
glClear(GL_DEPTH_BUFFER_BIT);
//glCullFace(GL_FRONT);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glUniform1i(_uniforms.renderMode, 1);
//
//Drawing calls
//
_depthTexture = depthTexture;
//_depthFramebuffer = depthRenderbuffer;
// Revert to the default framebuffer for now
glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
glBindRenderbuffer(GL_RENDERBUFFER, defaultRBO);
// Render normally
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0.316f, 0.50f, 0.86f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glCullFace(GL_BACK);
glUniform1i(_uniforms.renderMode, 0);
[self update];
//
//Drawing calls
//
}
}
z的值可以来自不同的类型。它只是一个必须以float数据类型放回的浮点数吗?
感谢您的支持! patte
我现在从我渲染的纹理中获取RGBA。为此,我在绘制时激活单独的帧缓冲区,但不激活深度扩展,并将纹理连接到它。我编辑了上面的代码。 现在我得到以下值:
screen: [0]:604.00 [1]:348.00
r:102 g:102 b:102 [3]:255
screen: [0]:330.00 [1]:566.00
r:73 g:48 b:32 [3]:255
screen: [0]:330.00 [1]:156.00
r:182 g:182 b:182 [3]:255
screen: [0]:266.00 [1]:790.00
r:80 g:127 b:219 [3]:255
screen: [0]:548.00 [1]:748.00
r:80 g:127 b:219 [3]:255
如您所见,读取rgba值。好消息是,当我触摸天空时,不再有模型,值总是相同的,并且在触摸模型时,它会有所不同。所以我认为纹理应该是正确的。但是,我现在如何重新组合这4个字节的实际值,然后可以传递给gluUnProject?我不能把它扔到浮子上。