我正在使用Java OpenGL(JOGL 2.x,由Git源构建)。我正在将场景渲染到具有颜色和深度附件的帧缓冲对象。我想将[0,1]深度缓冲区值转换为世界空间距离。我的深度附件定义如下:
private void setupDepthFBOs(GL2 gl,
int width,
int height,
int[] frameBufferIds,
int[] colorBufferIds,
int[] depthBufferIds) {
// based on
// http://www.java2s.com/Code/Java/Advanced-Graphics/BloomOpenGL.htm
// generate a framebuffer object
gl.glGenFramebuffers(1, frameBufferIds, 0);
// bind the framebuffer
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, frameBufferIds[0]);
// generate a texture in memory
gl.glGenTextures(1, colorBufferIds,0);
gl.glBindTexture(GL2.GL_TEXTURE_2D, colorBufferIds[0]);
// this will be an RGBA texture (4 bpp) with width, height..
gl.glTexImage2D(GL2.GL_TEXTURE_2D, // target texture type
0, // mipmap LOD level
GL2.GL_RGBA8, // internal pixel format
width, // width of generated image
height, // height of generated image
0, // border of image
GL2.GL_RGBA, // external pixel format
GL2.GL_UNSIGNED_BYTE, // datatype for each value
null); // buffer to store the texture in memory
// set some texture parameters?
gl.glTexParameteri(GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
// use the texture we just created in the framebuffer we just created
gl.glFramebufferTexture2D(
GL2.GL_FRAMEBUFFER, // target texture type
GL.GL_COLOR_ATTACHMENT0, // attachment point
GL.GL_TEXTURE_2D, // texture target type
colorBufferIds[0], // on-gpu id for texture
0); // mipmap lod level
gl.glGenTextures(1,depthBufferIds,0);
gl.glBindTexture(GL.GL_TEXTURE_2D,depthBufferIds[0]);
gl.glTexImage2D(GL2.GL_TEXTURE_2D, // target texture type
0, // mipmap LOD level
GL2.GL_DEPTH_COMPONENT24, // internal pixel format
//GL2.GL_DEPTH_COMPONENT
width, // width of generated image
height, // height of generated image
0, // border of image
GL2.GL_DEPTH_COMPONENT, // external pixel format
GL2.GL_UNSIGNED_INT, // datatype for each value
null); // buffer to store the texture in memory
gl.glTexParameteri(GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);
gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
GL.GL_DEPTH_ATTACHMENT,
GL.GL_TEXTURE_2D,
depthBufferIds[0],0);
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
int status = gl.glCheckFramebufferStatus(GL2.GL_FRAMEBUFFER);
if (status == GL2.GL_FRAMEBUFFER_COMPLETE) {
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
} else {
throw new IllegalStateException("Frame Buffer Object not created. Status was: " + status);
}
}
这成功创建了一个深度缓冲区,我可以将其作为纹理读取并渲染到屏幕,或者用作着色器的输入(我的预期最终用例)。
在几天前对IRC进行了一些讨论后,我想出了以下公式,将投影矩阵(此处表示为p)和深度缓冲值与世界空间中屏幕上每个点的距离相关联: / p>
z =(p_33)/(p_34 +深度)
(注意:我的投影矩阵/眼睛设置在Z +方向看)
这会产生几乎合理的z值,但是到场景中已知点的距离与此等式返回的值之间存在很大的误差。
我在这里做错了什么想法?
答案 0 :(得分:3)
以下是我的计算结果,我的结果与您的不同:
<强>定义:强>
depth = out_z / out_w
out_z = in_z * p_33 + in_w * p_43
out_w = in_z * p_34 + in_w * p_44
已知:
in_w = 1, p_43 = -1, p_44 = 0
<强>工作:强>
depth = (in_z * p_33 - 1) / (in_z * p_34)
depth = p_33 / p_34 - 1 / (in_z * p_34)
p_33 / p_34 - depth = 1 / (in_z * p_34)
1 / (p_33 / p_34 - depth) = in_z * p_34
1 / (p_33 / p_34 - depth) = in_z * p_34
1 / (p_33 - depth * p_34) = in_z