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。
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:
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。
您实际上从未读取像素数据。 QGLBuffer::read
从缓冲区对象中读取。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_BYTE
,format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。