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我和一个朋友正在开发一个编辑器(类似于 CAD),以便在我们未来的游戏中使用。我们正在使用 Qt 框架和 OpenGL。我们遇到的问题是,在他带有集成 nVidia 卡的笔记本电脑上,阴影按预期工作并且渲染良好。在我的带有集成 ATI 卡的笔记本电脑上,以及在我的带有 Radeon HD5850 的台式机上,phong 照明的表现略有不同。亮点和暗点较多,图像不好看。此外,我们使用卡通着色器在边缘周围绘制轮廓并限制颜色可以具有的阴影数量。

卡通着色器使用 2-pass 渲染 - 第一遍将对象渲染为黑色,略大于原始对象(在其法线方向上稍微移动每个顶点)以制作轮廓,然后第二遍正常渲染对象(仅限制阴影光谱,所以看起来更像漫画)。

我们的两台电脑上的图像是相同的。我上面提到的第一个区别,第二个是剪影在我朋友的电脑上被拉伸了,所以它在物体周围形成了一个均匀的剪影,但在我的电脑上稍微向上移动,在我的电脑上画了一条粗线顶部和底部没有线。

另一件事是 phong 照明,照亮编辑对象所在的立方体。同样,在我朋友的电脑上渲染得很好,但在我的电脑上几乎全黑或全白。

第一张图片(nVidia 卡):

  猴子1

第二张图片(ATI 卡):

  猴子2

我知道代码很长,问题可能出在某些 Qt 设置中,而不是在着色器中,但如果您发现任何让您觉得不好的做法,请回答。

phong 阴影的代码如下

    #version 400

    in vec4 aVertex;
    in vec4 aNormal;
    in vec2 aTexCoord;

    uniform mat4 uPVM;
    uniform mat4 uViewModel;
    uniform mat4 uNormal;
    uniform int  uLightsOn;

    out vec2 vTexCoord;
    out vec3 vNormal;
    flat out vec3 mEye;
    flat out vec3 mLightDirection;

    flat out vec4 mAxisColor;

    void main(void)
    {
        if(uLightsOn == 1) {
            mEye = (uViewModel * aVertex).xyz;
            mLightDirection = vec4(2.0,-2.0,1.0,0.0).xyz;
            vNormal = (uNormal * aNormal).xyz;
        }

        gl_Position = uPVM * aVertex;
        vTexCoord = aTexCoord;
        mAxisColor = aNormal;
    }

phong 片段着色器:

    #version 400

    uniform sampler2D uTexture0;
    uniform int  uLightsOn;
    uniform vec3 uHighlightColor;
    uniform int uTextured;
    uniform int uAxisRender;

    in vec2 vTexCoord;
    in vec3 vNormal;
    flat in vec3 mEye;
    flat in vec3 mLightDirection;

    out vec4 fragColor;

    flat in vec4 mAxisColor;

    struct TMaterial {
        vec4 diffuse;
        vec4 ambient;
        vec4 specular;
        float shininess;
    };

    TMaterial material;

    void setup() {
        // setupMaterials

        material.ambient = vec4(0.4);
        material.diffuse = vec4(0.9);
        material.specular = vec4(0.0);
        material.shininess = 0.3;

    }

    void main(void)
    {
        setup();

        vec3 finalHighlightColor = uHighlightColor;

        if(finalHighlightColor.x <= 0.0) finalHighlightColor.x = 0.1;
        if(finalHighlightColor.y <= 0.0) finalHighlightColor.y = 0.1;
        if(finalHighlightColor.z <= 0.0) finalHighlightColor.z = 0.1;

        if(uLightsOn == 0) {
            if(uAxisRender == 1) fragColor = mAxisColor;
            else fragColor = vec4(finalHighlightColor,1.0);
            return;
        }

        vec4 diffuse;
        vec4 spec = vec4(0.0);
        vec4 ambient;

        vec3 L = normalize(mLightDirection - mEye);
        vec3 E = normalize(-mEye);
        vec3 R = normalize(reflect(-L,vNormal));

        ambient = material.ambient;

        float intens = max(dot(vNormal,L), 0.0);

        diffuse = clamp( material.diffuse * intens  , 0.0, 1.0 );
        if(intens > 0.0) spec = clamp ( material.specular * pow(max(dot(R,E),0.0),material.shininess) , 0.0, 1.0 );

        if(uTextured == 1) fragColor = (ambient + diffuse + spec) * texture(uTexture0,vTexCoord);
        else fragColor = (ambient + diffuse + spec) * vec4(finalHighlightColor,1.0);

    }

和卡通着色器:

    #version 400

    in vec4 aVertex;
    in vec4 aNormal;
    in vec2 aTexCoord;

    uniform mat4 uPV;
    uniform mat4 uM;
    uniform mat4 uN;
    uniform vec3 uLightPosition;
    uniform vec3 uCameraPosition;
    uniform int  uSilhouetteMode;
    uniform float uOffset;
    // if this uniform is passed, all the toon rendering is going off and only simple axis are rendered
    // last data in aNormal are colors of those axis if everything was ser properly.
    uniform int  uAxisRendering;
    flat out vec4 fAxisColor;

    out vec4 vNormal;
    out vec2 vTexCoord;
    out vec3 vDirectionToCamera;
    out vec3 vDirectionToLight;


    void silhouetteMode() {
        gl_Position = uPV * uM * vec4(aVertex.xyz + aNormal.xyz * uOffset,1.0f);
    }

    void toonMode() {
        vec4 worldPosition = uM * aVertex;

        vDirectionToCamera = uCameraPosition - worldPosition.xyz;
        vDirectionToLight = uLightPosition - worldPosition.xyz;
        vNormal = uN * aNormal;

        gl_Position = uPV * worldPosition;
    }

    void axisMode() {
        fAxisColor = aNormal;

        gl_Position = uPV * uM * aVertex;
    }

    void main(void)
    {
        vTexCoord = aTexCoord;

        if(uSilhouetteMode == 1) {
            silhouetteMode();
        } else {
            if(uAxisRendering == 1) axisMode();
            else toonMode();
        }
    }

和片段着色器

    #version 400

    uniform sampler2D uTexture;
    uniform vec3 uBaseColor;
    uniform float uNumShades;
    uniform int  uSilhouetteMode;

    uniform int  uAxisRendering;
    flat in vec4 fAxisColor;

    in vec4 vNormal;
    in vec2 vTexCoord;
    in vec3 vDirectionToCamera;
    in vec3 vDirectionToLight;

    out vec4 outFragColor;

    void main(void)
    {

        if(uSilhouetteMode == 1) {
            outFragColor = vec4(uBaseColor,1.0);
            return;
        }

        if(uAxisRendering == 1) {
            outFragColor = fAxisColor;
            return;
        }

        float l_ambient = 0.1;
        float l_diffuse = clamp(dot(vDirectionToLight,vNormal.xyz),0.0,1.0);
        float l_specular;
        vec3 halfVector = normalize(vDirectionToCamera + vDirectionToLight);

        if(dot(vDirectionToLight,vNormal.xyz) > 0.0) {
            l_specular = pow(clamp(dot(halfVector,vNormal.xyz),0.0,1.0),64.0);
        } else {
            l_specular = 0.0;
        }

        float intensity = l_ambient + l_diffuse + l_specular;
        float shadeIntesity = ceil(intensity * uNumShades)/ uNumShades;

        outFragColor = vec4(texture(uTexture,vTexCoord).xyz * shadeIntesity * uBaseColor,1.0);
    }

最后,我们的 OpenGLWindow 初始化(在 Qt 中)

    OpenGLWindow::OpenGLWindow(QWindow *parent) :
        QWindow(parent),m_animating(false), m_initialized(false), m_animationTimer(NULL)
    {
        setSurfaceType(QWindow::OpenGLSurface);

        QSurfaceFormat format;
        format.setDepthBufferSize( 24 );
        format.setMajorVersion( 4 );
        format.setMinorVersion( 0 );
        format.setSamples( 4 );
        format.setProfile( QSurfaceFormat::CoreProfile );
        setFormat( format );
        create();

        if(!m_context) {
            m_context = new QOpenGLContext(this);
            m_context->setFormat(requestedFormat());
            m_context->create();
            m_context->makeCurrent(this);

            initializeOpenGLFunctions();
        }

        m_animationTimer = new QTimer(this);
        connect(m_animationTimer, SIGNAL(timeout()), this, SLOT(renderer()));
        m_animationTimer->setInterval(16);
    }
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1 回答 1

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在我看来,nVidia 图像似乎使用了 alpha,而 AMD 则没有。我也看不到

format.setAlpha(true);

在您的 Qt 设置中,可能就是这样。

于 2014-07-01T13:48:38.870 回答