将片段着色器输出读入应用程序内存

时间:2013-02-02 01:41:41

标签: qt opengl shader

我正在尝试使用OpenGL进行复杂几何的可见性测试。我想要做的很简单:为每个基元分配一个整数ID,然后计算具有该ID的像素数。这允许我计算每个基元的相对可见区域。 (最终,这将扩展到可见区域的一些小的有限元计算。)

我的问题是这个。我正在尝试将片段着色器的输出读入我的应用程序内存:具体来说,是原始ID输出。我正在使用QT 4.7.4及其OpenGL包装类。当我绑定并启用缓冲区(“PixelPack”缓冲区),并尝试从OpenGL缓冲区读取到内存中时,它会报告成功读取。但是存储在数组中的值并不是我所期望的 - 它们都是0,即使出于测试目的,我已经为所有基元设置了ID。

这是我的片段着色器:

#version 130

in vec4 Color;
flat in uint VertId;

out vec4 FragColor;
out uint FragId;

void main()
{
   FragColor = Color;

   // Changed to simpler version for debugging.
   //   FragId = VertId;
   FragId = uint( 1 );
}

这是我的应用程序代码,其中一些不相关的部分被剥离(测试工具连接等):

#include <QtOpenGL/QGLShader>
#include <QtOpenGL/QGLShaderProgram>
#include <QtOpenGL/QGLBuffer>

using namespace std;

string loadSource( string file );

int
testSelfShadow::
shader( ostream& error )
{
   bool fail = false;

   // Create the OpenGL context.
   int argc = 0;
   char* argv;
   QApplication* app = new QApplication( argc, &argv );
   QGLWidget* widget = new QGLWidget();
   widget->makeCurrent();

   // Create the shader program.
   QGLShaderProgram* prog = new QGLShaderProgram();
   bool success = false;
   success = prog->addShaderFromSourceCode( QGLShader::Vertex,
                                            loadSource( "vertex.glsl" ).c_str() );     
   if ( ! success )
   {
      ErrorOStream msg;
      msg << "Error trying to load vertex shader into a shader program.\n"
          << prog->log().toStdString();
      throw ERRORLOG( msg.str() );
   }
   success = prog->addShaderFromSourceCode( QGLShader::Fragment,
                                            loadSource( "fragment.glsl" ).c_str() );   
   if ( ! success )
   {
      ErrorOStream msg;
      msg << "Error trying to load fragment shader into a shader program.\n"
          << prog->log().toStdString();
      throw ERRORLOG( msg.str() );
   }
   success = prog->link();

   if ( ! success )
   {
      ErrorOStream msg;
      msg << "Error trying to link shaders into a shader program.\n"
          << prog->log().toStdString();
      throw ERRORLOG( msg.str() );
   }

   prog->bind();

   // Create the buffer for vertex position.
   QGLBuffer* vBuf = new QGLBuffer( QGLBuffer::VertexBuffer );
   vBuf->create();
   vBuf->setUsagePattern( QGLBuffer::DynamicDraw );
   vBuf->bind();

   GLfloat vertices[] = {
      -1.0f, -1.0f, 0.0f, 1.0f,
      -1.0f, 0.0f, 0.0f, 1.0f,
      1.0f, 0.0f, 0.0f, 1.0f,
      1.0f, -1.0f, 0.0f, 1.0f,
      -1.0f, 0.0f, 0.1f, 1.0f,
      -1.0f, 1.0f, 0.1f, 1.0f,
      1.0f, 1.0f, 0.1f, 1.0f,
      1.0f, 0.0f, 0.1f, 1.0f };

   vBuf->allocate( vertices, sizeof( vertices ) );

   prog->setAttributeBuffer( "Vertex", GL_FLOAT, 0, 4, 0 );
   prog->enableAttributeArray( "Vertex" );

   // Create the buffer for Grayscale brightness value.
   // Not important for final program, just for debugging during
   // development.
   QGLBuffer* bBuf = new QGLBuffer( QGLBuffer::VertexBuffer );
   bBuf->create();
   bBuf->bind();

   GLfloat brightness[] = {
      1.0, 0.9, 0.8, 0.7,
      0.5, 0.4, 0.3, 0.2 
 };

   bBuf->allocate( brightness, sizeof( brightness ) );

   prog->setAttributeBuffer( "Brightness", GL_FLOAT, 0, 1, 0 );
   prog->enableAttributeArray( "Brightness" );

   // Create the buffer for polygon ID.
   QGLBuffer* idBuf = new QGLBuffer( QGLBuffer::VertexBuffer );
   idBuf->create();
   idBuf->bind();
   GLuint polyId[] = {
      1, 1, 1, 1, 
      2, 2, 2, 2
   };

   idBuf->allocate( polyId, sizeof( polyId ) );
   prog->setAttributeBuffer( "PolyId", GL_UNSIGNED_INT, 0, 1, 0 );
   prog->enableAttributeArray( "PolyId" );

   // Create the index buffer.  Not trying to do any optimization
   // here yet.
   QGLBuffer* iBuf = new QGLBuffer( QGLBuffer::IndexBuffer );
   iBuf->create();
   iBuf->bind();
   GLuint indices[] = {
      0, 1, 2, 3, 4, 5, 6, 7
   };
   iBuf->setUsagePattern( QGLBuffer::StaticDraw );
   iBuf->allocate( indices, sizeof( indices ) );

   // Create the buffer for reading back polygon id per fragment.
   QGLBuffer* fBuf = new QGLBuffer( QGLBuffer::PixelPackBuffer );
   fBuf->create();
   fBuf->setUsagePattern( QGLBuffer::DynamicRead );
   fBuf->bind();
   fBuf->allocate( 640 * 480 * sizeof( GLuint ) );

   prog->setAttributeBuffer( "FragId", GL_UNSIGNED_INT, 0, 1, 0 );
   prog->enableAttributeArray( "FragId" );

   GLuint* fBufData = new GLuint[ 640 * 480 * sizeof( GLuint ) ];

   glDrawElements( GL_QUADS, 8, GL_UNSIGNED_INT, 0 );
   widget->show();
   widget->updateGL();

   // Trying this two different ways; neither way works.
   bool readSuccess = fBuf->read( 0, fBufData, 640 * 480 * sizeof( GLuint ) );
   GLuint* fBufMap = 
      static_cast< GLuint* >( fBuf->map( QGLBuffer::ReadOnly ) );

   cout << "\n"
        << "Read Successful: " << readSuccess << endl;
   cout << "Buffer map location and sample data: " 
        << fBufMap << ":" << fBufMap[640] << endl;
   cout << "Read data pointer: " << fBufData << endl;
   cout << "Sample fragment ID: " << fBufData[ 640 * 480 / 2 ] << endl;

   app->exec();

   return fail;
}

以下是程序运行的示例输出:

Read Successful: true
Buffer map location and sample data: 0x5a5d9000:0
Read data pointer: 0x59e48008
Sample fragment ID: 0

这不是我所期待的。我希望所有片段ID都是1,因为我在片段着色器中明确设置了FragId = uint(1)。我设置我的读错了吗?我在缓冲区绑定或启用名称时做错了吗?

如果可能的话,我更愿意使用QT代码,原因超出了本问题的范围。

1 个答案:

答案 0 :(得分:1)

这里有很多Qt的东西,几乎不可能找到实际的OpenGL调用。但是你似乎有两个问题:

  1. 您正在渲染到屏幕上。您的屏幕使用某种规范化的整数图像格式。这基本上意味着“浮动,但占用8位”。您正在使用着色器编写整数。这些不匹配。因此,渲染会产生未定义的行为。

    您需要做的是渲染到包含GL_R8UI纹理的FBO。然后,您的uint片段着色器输出类型将与您的缓冲区匹配。您可能也需要深度缓冲区。

  2. 您实际上从未读取像素数据。 QGLBuffer::read缓冲区对象中读取。但是你还没有把任何东西放到缓冲区对象中。您从未告诉OpenGL复制您渲染的帧缓冲区数据并将其存储在缓冲区对象中。你需要先做;在这之后,你可以从中读取。

    渲染到FBO后,您需要call glReadPixels。当您这样做时,您需要为您呈现的内容提供正确的pixel transfer parameters。也就是说,您需要GL_RED_INTEGER使用GL_UNSIGNED_BYTEformat使用{{1}}。而且,由于您正在阅读type,因此您需要确保在阅读之前将其绑定。