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我想使用可编程管道(使用 glsl)而不是固定管道进行体积渲染。我用 2 个着色器程序和 2 个通道来实现它,exitPointProg并且rayCastProg. 第一遍是获取立方体边界框的出口点(即背面),它将在下一次进行光线投射的过程中用作纹理。进行光线投射体积渲染的想法来自这里。我认为我已经做了大部分正确的事情,因为我已经使用固定管道和可编程管道实现了这一点。让我感到困惑的是,我在第一帧就达到了效果,并且随着闪光灯的闪烁,屏幕上的显示变成了全白(我设置了glClearColor(1.0f, 1.0f, 1.0f, 1.0f). 我认为着色器程序或 FBO 的切换可能存在一些问题。这是我在 render() 函数中所做的。

  1. 第一遍,使用着色器程序渲染到绑定了纹理的 fboexitPoints以获得立方体边界框的出口点exitPointProg
  2. 2ed pass,将exitPoints纹理(绑定到)作为统一的 sampler2D 变量映射GL_TEXTURE1到着色器程序中,该变量将在着色器中使用。rayCastProg这里是setupFBOandrender和两个子例程:setupFBO()函数:

    void SimpleRayCasting::setupFBO()
    {
        GLuint textureHandles[1];
        glGenTextures(1, textureHandles);
        entryPoints = textureHandles[0];
    
    
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, exitPoints);
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
        glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
    
    
        GLuint depthRenderBuffer;
        glGenRenderbuffers(1, &depthRenderBuffer);
        glBindRenderbuffer(GL_RENDERBUFFER, depthRenderBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
    
        glGenFramebuffers(1, &frameBuffer);
        glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 
                        exitPoints, 0/* level */);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 
                        depthRenderBuffer);
    
    
        checkFramebufferState(__FILE__, __LINE__);
        GLenum drawbufs[] = {GL_COLOR_ATTACHMENT0};
        glDrawBuffers(1, drawbufs);
        glBindFramebuffer(GL_FRAMEBUFFER,0);
    }
    

    render()功能:

    void SimpleRayCasting::render()
    {
        getExitPoints();
        GLUtils::checkForOpenGLError(__FILE__,__LINE__);
        rayCasting();
        GLUtils::checkForOpenGLError(__FILE__,__LINE__);
    }
    

    getExitPoints()功能:

    void SimpleRayCasting::getExitPoints() 
    {
        // render to the texture
        glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
        glEnable(GL_DEPTH_TEST);
        glViewport(0, 0, width, height);
        // checkFramebufferState(__FILE__, __LINE__); 
        glClearColor(0.2f, 0.2f, 0.2f, 1.0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        exitPointsProg.use();
        // note that the model will recalculated.
        model = mat4(1.0f);
        model *= glm::rotate(angle , vec3(0.0f,1.0f,0.0f));
        model *= glm::rotate(90.0f, vec3(1.0f, 0.0f, 0.0f));
        model *= glm::translate(vec3(-0.5f, -0.5f, -0.5f));
        view = glm::lookAt(vec3(0.0f,0.0f,2.0f), vec3(0.0f,0.0f,0.0f), vec3(0.0f,1.0f,0.0f));
        projection = mat4(1.0f);
        projection = glm::perspective(60.0f, (float)width/(float)height,0.01f, 400.0f);   
        setMatrices(exitPointsProg);
        glEnable(GL_CULL_FACE);
        glCullFace(GL_FRONT);
        drawBoundBox();
        glDisable(GL_CULL_FACE);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    }
    

    rayCasting功能:

    void SimpleRayCasting::rayCasting()
    {
        // Directly render to the screen
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glEnable(GL_DEPTH_TEST);
        glViewport(0, 0, width, height);
        glClearColor(1.0f, 1.0f, 1.0f, 1.0);
        glClear(GL_COLOR_BUFFER_BIT |  GL_DEPTH_BUFFER_BIT);
        rayCastProg.use();
        model = mat4(1.0f);
        model *= glm::rotate(angle, vec3(0.0f,1.0f,0.0f));
        model *= glm::rotate(90.0f, vec3(1.0f, 0.0f, 0.0f));
        model *= glm::translate(vec3(-0.5f, -0.5f, -0.5f));
        view = glm::lookAt(vec3(0.0f,0.0f,2.0f), vec3(0.0f,0.0f,0.0f), vec3(0.0f,1.0f,0.0f));
        projection = mat4(1.0f);
        projection = glm::perspective(60.0f, (float)width/(float)height,0.01f, 400.0f);   
        setMatrices(rayCastProg);
        rayCastProg.setUniform("StepSize", stepSize);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, exitPoints);
        rayCastProg.setUniform("ExitPoints", 1);
        glActiveTexture(GL_TEXTURE4);
        glBindTexture(GL_TEXTURE_3D, volume_to);
        rayCastProg.setUniform("VolumeTex", 4);
        glActiveTexture(GL_TEXTURE5);
        glBindTexture(GL_TEXTURE_1D, transferFunc_to);
        rayCastProg.setUniform("TransferFunc", 5);
        glEnable(GL_CULL_FACE);
        glCullFace(GL_BACK);
        drawBoundBox();
        glDisable(GL_CULL_FACE);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    }
    

    我在 Qt 中使用从 QGLWidget 继承的类。正如我之前提到的,我只用第一帧就得到了正确的结果,然后它很快就消失了,变成了全白。不知道这是怎么回事,是shader程序的切换还是FBO的东西有问题?我一直在研究这个很长时间,但无法弄清楚,任何帮助将不胜感激!

编辑询问 是否有任何演示或教程演示如何将多个 glsl 着色器程序与 FBO 一起使用?

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