Opengl ES 2.0:模型的某些部分在不应该被遮挡的地方被遮挡。是z缓冲区吗?

时间:2013-02-16 16:56:39

标签: android opengl-es-2.0 vbo glsles

我使用Assimp使用OpenGL ES 2.0渲染3D模型。我目前遇到一个奇怪的问题,即模型的某些部分是不可见的,即使应该是这样。在这些图片中很容易看到它:

Textured model

在第二个图像中,我将z缓冲区(线性化版本)渲染到屏幕中以查看它是否可能是z缓冲区问题。相机附近有黑色像素:

zbuffer render

我尝试更改z-near和z-far的值而没有任何影响。现在我在初始化时这样做:

glEnable(GL_CULL_FACE);// Cull back facing polygons
glEnable(GL_DEPTH_TEST);

我也在每一帧都这样做:

glClearColor(0.7f, 0.7f, 0.7f, 1.0f);
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);

我认为这可能是一个面部缠绕问题,所以我试图禁用GL_CULL_FACE,但它没有用。我很确定模型很好,因为Blender可以正确渲染它。

我现在正在使用这些着色器:

// vertex shader
uniform mat4 u_ModelMatrix; // A constant representing the model matrix.
uniform mat4 u_ViewMatrix; // A constant representing the view matrix.
uniform mat4 u_ProjectionMatrix; // A constant representing the projection matrix.

attribute vec4 a_Position; // Per-vertex position information we will pass in.
attribute vec3 a_Normal; // Per-vertex normal information we will pass in.
attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in.

varying vec3 v_Position; // This will be passed into the fragment shader.
varying vec3 v_Normal; // This will be passed into the fragment shader.
varying vec2 v_TexCoordinate; // This will be passed into the fragment shader.


void main()
{
    // Transform the vertex into eye space.
    mat4 u_ModelViewMatrix = u_ViewMatrix * u_ModelMatrix;
    v_Position = vec3(u_ModelViewMatrix * a_Position);

    // Pass through the texture coordinate.
    v_TexCoordinate = a_TexCoordinate;

    // Transform the normal's orientation into eye space.
    v_Normal = vec3(u_ModelViewMatrix * vec4(a_Normal, 0.0));

    // gl_Position is a special variable used to store the final position.
    // Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
    gl_Position = u_ProjectionMatrix * u_ModelViewMatrix * a_Position;
}

这是片段着色器:

// fragment shader
uniform sampler2D u_Texture; // The input texture.
uniform int u_TexCount;

varying vec3 v_Position; // Interpolated position for this fragment.
varying vec3 v_Normal; // Interpolated normal for this fragment.
varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment.

// The entry point for our fragment shader.
void main()
{
    vec3 u_LightPos = vec3(1.0);
    // Will be used for attenuation.
    float distance = length(u_LightPos - v_Position);

    // Get a lighting direction vector from the light to the vertex.
    vec3 lightVector = normalize(u_LightPos - v_Position);

    // Calculate the dot product of the light vector and vertex normal. If the normal and light vector are
    // pointing in the same direction then it will get max illumination.
    float diffuse = max(dot(v_Normal, lightVector), 0.0);

    // Add attenuation.
    diffuse = diffuse * (1.0 / distance);

    // Add ambient lighting
    diffuse = diffuse + 0.2;
    diffuse = 1.0;

    //gl_FragColor = (diffuse * texture2D(u_Texture, v_TexCoordinate));// Textured version

    float d = (2.0 * 0.1) / (100.0 + 0.1 - gl_FragCoord.z * (100.0 - 0.1));
    gl_FragColor = vec4(d, d, d, 1.0);// z-buffer render
}

我使用带索引的VBO来加载几何和东西。

当然我可以粘贴一些您认为可能相关的其他代码,但是现在我很高兴能够了解可能导致这种奇怪行为的一些想法,或者我可以做的一些可能的测试。

1 个答案:

答案 0 :(得分:2)

好的,我解决了这个问题。我发布解决方案,因为它可能对未来的googlers有用。

基本上我没有要求深度缓冲区。我在本机代码中执行所有渲染工作,但所有Open GL上下文初始化都在Java端完成。我使用了一个Android示例(GL2JNIActivity)作为起点,但他们没有请求任何深度缓冲,我没有注意到。

设置ConfigChooser时,我解决了将深度缓冲区大小设置为24的问题:

setEGLConfigChooser( translucent ?
                         new ConfigChooser(8, 8, 8, 8, 24 /*depth*/, 0) :
                         new ConfigChooser(5, 6, 5, 0, 24 /*depth*/, 0 );