我正在尝试通过将 vao id 打包到 RGBA 并将其渲染到屏幕外缓冲区来实现对象拾取,然后我尝试使用缓冲区对象读取该缓冲区。
我通过创建纹理和 z-buffer RenderBuffer 对象然后将它们附加到 FrameBuffer 对象来渲染到屏幕外缓冲区:
/* create a framebuffer object */
glGenFramebuffers(1, &fbo);
/* attach the texture and the render buffer to the frame buffer */
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
/* generate a texture id */
glGenTextures(1, &tex);
/* bind the texture */
glBindTexture(GL_TEXTURE_2D, tex);
/* create the texture in the GPU */
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WINDOW_SIZE_X, WINDOW_SIZE_Y
, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
/* set texture parameters */
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
/* unbind the texture */
glBindTexture(GL_TEXTURE_2D, 0);
/* create a renderbuffer object for the depth buffer */
glGenRenderbuffers(1, &rbo);
/* bind the texture */
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
/* create the render buffer in the GPU */
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT
, WINDOW_SIZE_X, WINDOW_SIZE_Y);
/* unbind the render buffer */
glBindRenderbuffer(GL_RENDERBUFFER, 0);
/* attach the texture and the render buffer to the frame buffer */
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER, rbo);
// check the frame buffer
if (glCheckFramebufferStatus(
GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
std::cout << "Framebuffer status not complete" << '\n';
}
/* handle an error : frame buffer incomplete */
/* return to the default frame buffer */
glBindFramebuffer(GL_FRAMEBUFFER, 0);
我还生成了一个像素缓冲区对象,以便在渲染完成后从 FrameBuffer 中读取:
/* generate the pixel buffer object */
glGenBuffers(1,&pbo);
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo);
glBufferData(GL_PIXEL_PACK_BUFFER, WINDOW_SIZE_X * WINDOW_SIZE_Y * 4, nullptr, GL_STREAM_READ);
/* to avoid weird behaviour the first frame the data is loaded */
glReadPixels(0, 0, WINDOW_SIZE_X, WINDOW_SIZE_Y, GL_BGRA, GL_UNSIGNED_BYTE, 0);
然后在我的渲染循环中绑定它并渲染到屏幕外的FrameBuffer:
GLubyte red, green, blue, alpha;
/* bind the frame buffer */
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
/* clear the frame buffer */
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* select the shader program */
glUseProgram(pickProgram);
/* set the object color */
/*alpha = house.vaoId & 0xFF;
blue = (house.vaoId >> 8) & 0xFF;
green = (house.vaoId >> 16) & 0xFF;
red = (house.vaoId >> 24) & 0xFF; */
GLuint objectId = 5;
alpha = objectId & 0xFF;
blue = (objectId >> 8) & 0xFF;
green = (objectId >> 16) & 0xFF;
red = (objectId >> 24) & 0xFF;
//Upload the packed RGBA values to the shader
glUniform4f(baseColorUniformLocation, red, green ,blue, alpha);
//prepare to draw the object
pvm = projectionMatrix*viewMatrix*house.modelMatrix;
glUniformMatrix4fv(offScreenMatrixUniformLocation, 1, GL_FALSE, glm::value_ptr(pvm));
/* draw the object*/
glBindVertexArray(house.getVaoId());
glDrawRangeElements(GL_TRIANGLES,0,42,42,GL_UNSIGNED_SHORT,NULL);
glBindVertexArray(0);
//check that our framebuffer is ok
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
std::cout << "Framebuffer Error" << '\n';
}
GLuint temp;
//get the object id from the read pixels
temp = get_object_id(); <--- this function is explained later
/* return to the default frame buffer */
glBindFramebuffer(GL_FRAMEBUFFER, 0);
渲染到屏幕外缓冲区的片段着色器非常简单:
#version 420
uniform vec4 BaseColor;
layout(location=0) out vec4 fragColor;
void main()
{
fragColor = BaseColor;
}
这是在离屏渲染期间调用的函数,用于从帧缓冲区中提取打包的 RGBA:
GLuint Engine::get_object_id()
{
static int frame_event = 0;
GLuint object_id;
int x, y;
GLuint red, green, blue, alpha, pixel_index;
//GLuint read_pbo, map_pbo;
GLubyte* ptr;
/* read one pixel buffer */
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo_a);
/* map the other pixel buffer */
///////////////////// NOTE :5th argument, BGRA or RGBA, doesn't make a difference right?
glReadPixels(0, 0, WINDOW_SIZE_X, WINDOW_SIZE_Y, GL_BGRA, GL_UNSIGNED_BYTE, 0);
ptr = (GLubyte*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_WRITE);
/* get the mouse coordinates */
/* OpenGL has the {0,0} at the down-left corner of the screen */
glfwGetMousePos(&x, &y);
y = WINDOW_SIZE_Y - y;
object_id = -1;
if (x >= 0 && x < WINDOW_SIZE_X && y >= 0 && y < WINDOW_SIZE_Y){
//////////////////////////////////////////
//I have to admit I don't understand what he does here
///////////////////////////////////////////
pixel_index = (x + y * WINDOW_SIZE_X) * 4;
blue = ptr[pixel_index];
green = ptr[pixel_index + 1];
red = ptr[pixel_index + 2];
alpha = ptr[pixel_index + 3];
object_id = alpha +(red << 24) + (green << 16) + (blue << 8);
}
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
return object_id;
}
问题在于,应该从屏幕外帧缓冲区读取像素并给我 vao_id 的最后一段代码具有以下奇怪的行为:
如果打包到 RGBA 中的 4 个字节中的任何一个(通过着色器发送)不是 0,则该字节在另一端显示为 0xFF。
所以如果我发送
00000000 00000000 00000000 00000001
我会得到
00000000 00000000 00000000 11111111
或者如果我发送
00000000 00010000 00000000 00000000
我会得到
00000000 11111111 00000000 00000000
...当我用 get_object_id() 读取像素时。
如果我绑定纹理并将其渲染到我的普通 FrameBuffer 上的四边形,则我传递给屏幕外渲染的颜色在四边形上是正确的。但是 get_object_id() 读取的像素会使发送的每个字节四舍五入到 255 (0xFF)。所以我的猜测是最终功能有问题。