我正在使用 Java OpenGL(JOGL 2.x,从 Git 源代码构建)。我正在将我的场景渲染到带有颜色和深度附件的帧缓冲区对象。我想将 [0,1] 深度缓冲区值转换为世界空间距离。我的深度附件定义如下:
private void setupDepthFBOs(GL2 gl,
int width,
int height,
int[] frameBufferIds,
int[] colorBufferIds,
int[] depthBufferIds) {
// based on
// http://www.java2s.com/Code/Java/Advanced-Graphics/BloomOpenGL.htm
// generate a framebuffer object
gl.glGenFramebuffers(1, frameBufferIds, 0);
// bind the framebuffer
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, frameBufferIds[0]);
// generate a texture in memory
gl.glGenTextures(1, colorBufferIds,0);
gl.glBindTexture(GL2.GL_TEXTURE_2D, colorBufferIds[0]);
// this will be an RGBA texture (4 bpp) with width, height..
gl.glTexImage2D(GL2.GL_TEXTURE_2D, // target texture type
0, // mipmap LOD level
GL2.GL_RGBA8, // internal pixel format
width, // width of generated image
height, // height of generated image
0, // border of image
GL2.GL_RGBA, // external pixel format
GL2.GL_UNSIGNED_BYTE, // datatype for each value
null); // buffer to store the texture in memory
// set some texture parameters?
gl.glTexParameteri(GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
// use the texture we just created in the framebuffer we just created
gl.glFramebufferTexture2D(
GL2.GL_FRAMEBUFFER, // target texture type
GL.GL_COLOR_ATTACHMENT0, // attachment point
GL.GL_TEXTURE_2D, // texture target type
colorBufferIds[0], // on-gpu id for texture
0); // mipmap lod level
gl.glGenTextures(1,depthBufferIds,0);
gl.glBindTexture(GL.GL_TEXTURE_2D,depthBufferIds[0]);
gl.glTexImage2D(GL2.GL_TEXTURE_2D, // target texture type
0, // mipmap LOD level
GL2.GL_DEPTH_COMPONENT24, // internal pixel format
//GL2.GL_DEPTH_COMPONENT
width, // width of generated image
height, // height of generated image
0, // border of image
GL2.GL_DEPTH_COMPONENT, // external pixel format
GL2.GL_UNSIGNED_INT, // datatype for each value
null); // buffer to store the texture in memory
gl.glTexParameteri(GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);
gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
GL.GL_DEPTH_ATTACHMENT,
GL.GL_TEXTURE_2D,
depthBufferIds[0],0);
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
int status = gl.glCheckFramebufferStatus(GL2.GL_FRAMEBUFFER);
if (status == GL2.GL_FRAMEBUFFER_COMPLETE) {
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
} else {
throw new IllegalStateException("Frame Buffer Object not created. Status was: " + status);
}
}
这成功地创建了一个深度缓冲区,我可以将其作为纹理读取并渲染到屏幕,或用作着色器的输入(我的预期最终用例)。
几天前在 IRC 上进行了一些讨论后,我想出了以下公式,将投影矩阵(此处表示为 p)和深度缓冲区值与世界空间中屏幕上每个点的距离联系起来:
z = (p_33)/(p_34 + 深度)
(注意:我的投影矩阵/眼睛设置为 Z+ 方向)
这会产生几乎合理的 z 值,但到场景中已知点的距离与该等式返回的值之间存在很大的误差范围。
有什么想法我可能在这里做错了吗?