我正在使用延迟着色方法来渲染场景,但是由于 Z-Buffer 的奇怪行为,我遇到了 Skybox 技术的问题。我创建了额外的帧缓冲区并附加了 5 个纹理,其中一个用作深度缓冲区。第一个通道是几何通道,它用所需的数据填充纹理,第二个通道渲染最终对象,并将纹理和闪电应用于主帧缓冲区,最后一个通道渲染天空盒。问题是 Skybox 被忽略(Z-Buffer 检查失败,因此它是不可见的)。
在渲染天空盒的时候,我将次帧缓冲区映射为GL_READ_FRAMEBUFFER,将主帧缓冲区(屏幕)映射为GL_DRAW_FRAMEBUFFER,所以可以使用次帧缓冲区的深度缓冲区,然后我将深度函数设置为GL_LEQUAL。只有当我将深度函数更改为 GL_GREATER(或 GL_ALWAYS)时,才能看到天空盒,但它是在对象之上渲染的。
顶点着色器:
#version 330
layout (location = 0) in vec3 Position;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
out vec3 TexCoord0;
void main()
{
vec4 MVP_Pos = P * V * M * vec4(Position, 1.0);
gl_Position = MVP_Pos.xyww;
TexCoord0 = Position;
}
模型矩阵是 Skybox 转换为相机坐标的产物。
glDepthFunction 设置为 GL_LEQUAL:
glDepthFunction 设置为 GL_GREATER:
Z缓冲区的内容:
更新1:我试过像这样使用glBlitFramebuffer:
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo); //Additional framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glDepthMask(GL_TRUE);
glBlitFramebuffer(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
但它不起作用。主深度缓冲区包含黑色像素数组。
更新 2:
//FBO initialization
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
// Create gbuffer textures
glGenTextures(ARRAY_SIZE_IN_ELEMENTS(m_textures), m_textures);
glGenTextures(1, &m_depthTexture);
for (unsigned int i = 0; i < ARRAY_SIZE_IN_ELEMENTS(m_textures); i++) {
glBindTexture(GL_TEXTURE_2D, m_textures[i]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0);
}
// depth buffer
glBindTexture(GL_TEXTURE_2D, m_depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
NULL);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0);
GLenum DrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(ARRAY_SIZE_IN_ELEMENTS(DrawBuffers), DrawBuffers);
GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (Status != GL_FRAMEBUFFER_COMPLETE) {
fprintf(stderr, "FB error, status: 0x%x\n", Status);
return false;
}
天空盒缓冲区:
GLfloat cube_vertices[] = {
// front
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
// back
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
-1.0, 1.0, -1.0,
};
GLushort cube_elements[] = {
// front
0, 1, 2,
2, 3, 0,
// top
3, 2, 6,
6, 7, 3,
// back
7, 6, 5,
5, 4, 7,
// bottom
4, 5, 1,
1, 0, 4,
// left
4, 0, 3,
3, 7, 4,
// right
1, 5, 6,
6, 2, 1,
};