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我正在尝试使用 OpenGL 进行复杂几何图形的可见性测试。我想做的很简单:为每个基元分配一个整数 ID,然后计算具有该 ID 的像素数。这使我可以计算每个图元的相对可见区域。(最终,这将扩展到可见区域的一些较小的有限元计算。)

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:特别是原始 ID 输出。我正在使用 QT 4.7.4 及其 OpenGL 包装类。当我绑定并启用一个缓冲区(“PixelPack”缓冲区)并尝试从 OpenGL 缓冲区读取到内存时,它报告读取成功。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,我已将所有原语的 ID 设置为 1。

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,去掉了一些不相关的部分(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

这不是我所期望的。我希望所有片段 ID 都为 1,因为我在片段着色器中明确设置了 FragId = uint(1)。我设置我的阅读错误吗?我在绑定缓冲区或启用名称时做错了什么?

如果可能,我宁愿使用 QT 代码,原因超出了这个问题的范围。

4

1 回答 1

1

这里有太多 Qt 的东西,几乎不可能找到真正的 OpenGL 调用。但是你似乎有两个问题:

  1. 您正在渲染到屏幕上。您的屏幕使用某种标准化整数图像格式。这基本上意味着“浮动,但占用 8 位”。您正在从着色器中写入整数。这些不匹配。因此,您的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匹配您的缓冲区。您可能也需要一个深度缓冲区。

  2. 您从未真正读取过像素数据。QGLBuffer::read缓冲区对象中读取。但是您还没有将任何东西放入缓冲区对象中。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。你需要先这样做;完成后,您可以从中读取。

    渲染到 FBO 后,您需要调用glReadPixels. 当你这样做时,你需要为你渲染的内容提供正确的像素传输参数。即,您需要GL_RED_INTEGER使用格式类型GL_UNSIGNED_BYTE。而且由于您正在读取像素缓冲区,因此您需要确保在读取之前将其绑定。

于 2013-02-02T02:23:43.610 回答