将深度渲染为从帧缓冲区到显示窗口的纹理

如何解决将深度渲染为从帧缓冲区到显示窗口的纹理

我是 OpenGL 的新手。我想使用帧缓冲区读取并保存渲染场景中的所有深度值。我设法将其设置为附加到深度组件的帧缓冲区。但是当我将深度纹理渲染到默认帧缓冲区(显示窗口)时,它只显示白色,即使我对深度值进行了线性化(教程来自 https://learnopengl.com/)。当我从默认帧缓冲区片段着色器中的 gl_FragCoord.z 访问深度值时,我得到了一个深度图,并且绘图也正常,但是当将深度作为纹理从单独的帧缓冲区发送到默认值时,深度图像是强烈的白色。

我为此编写的代码如下:

自定义帧缓冲顶点和片段着色器

const char* vertexShaderFBO =
        "#version 330\n"
        "layout (location = 0)  in vec3 vp;"
        "uniform mat4 camera;"
        "uniform mat4 projection;"
        "void main() {"
        "  gl_Position = camera * projection * vec4(vp.x,vp.y,vp.z,1.0);"
        "}";

const char* fragmentShaderFBO =
        "#version 330\n"
        "layout (location = 0) out float frag_depth;"
        "float near = 0.1;"
        "float far = 100;"
        "float LinearizeDepth(float depth)"
        "{"
        "    float z = depth * 2.0 - 1.0;"
        "   return (2.0 * near * far) / (far + near - z * (far - near));"
        "}"
        "void main() {"
        "  float linearDepth = LinearizeDepth(gl_FragCoord.z) / far;" // divided by far is just to visualize depth
        "  frag_depth = linearDepth ;"
        "}";

默认帧缓冲顶点和片段着色器

const char* vertexShader =
        "#version 330\n"
        "layout (location = 0)  in vec3 vp;"
        "uniform mat4 camera;"
        "uniform mat4 projection;"
        "void main() {"
        "  gl_Position =  camera * projection * vec4(vp.x,1.0);"
        "}";

const char* fragmentShader =
        "#version 330\n"
        "out vec4 frag_colour;"
        "uniform sampler2D depthSampler;"
        "in vec2 texCoords;"
        "void main() {"
        "  float depthVal = texture(depthSampler,texCoords).r;"
        "  frag_colour = vec4(vec3(depthVal),1);"
        "}";

深度纹理

GLuint setDepthTexture()
{
    GLuint texture;
    glGenTextures(1,&texture);
    glBindTexture(GL_TEXTURE_2D,texture);

    glTexImage2D(GL_TEXTURE_2D,GL_DEPTH_COMPONENT,SCREEN_SIZE.x,SCREEN_SIZE.y,GL_FLOAT,0);

    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
    glTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_COMPARE_MODE,GL_NONE);

    return texture;
}

渲染关闭文件

int renderOFF(Vertices* vertices,Faces* faces,Views* views)
{
    // initializaion
    ... 
    ...
    glEnable(GL_DEPTH_TEST); // enable depth buffer
    glDepthFunc(GL_LESS); // If pixel closer to camera then overwrite the existing pixel

    ...
    ...

    // create framebuffer shader
    GLuint shaderProgramFBO = createShader(vertexShaderFBO,fragmentShaderFBO);

    // create renderer shader
    GLuint shaderProgram = createShader(vertexShader,fragmentShader);

    //set texture
    GLuint depthTexture = setDepthTexture();

    // set framebuffer
    unsigned int fbo;
    glGenFramebuffers(1,&fbo);
    glBindFramebuffer(GL_FRAMEBUFFER,fbo);

    // attach texture to framebuffer
    glFramebufferTexture2D(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D,depthTexture,0);

    if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
    {
        std::cout << "Failed to bind framebuffer" << std::endl;
        return -1;
    }

     // Use no color attachment
    glDrawBuffer(GL_NONE);
    glReadBuffer(GL_NONE);
    glBindFramebuffer(GL_FRAMEBUFFER,0);

    glUseProgram(shaderProgram);
    glUniform1i(glGetUniformLocation(shaderProgram,"depthSampler"),0);

    // set camera
    ...
    ...

    while(!glfwWindowShouldClose(glfWwindow))
    {
        // check OpenGL error
        GLenum err;
        while ((err = glGetError()) != GL_NO_ERROR) {
            std::cout << "OpenGL error: " << err << std::endl;
        }


        // bind to custom framebuffer
        glBindFramebuffer(GL_FRAMEBUFFER,fbo);

        glClearColor(0,1); // clear screen to black
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glUseProgram(shaderProgramFBO);
        ...

        glEnable(GL_DEPTH_TEST);

        glBindVertexArray(vao);
        glDrawElements(GL_TRIANGLES,faces->size,GL_UNSIGNED_INT,0);

        glBindFramebuffer(GL_FRAMEBUFFER,0);

        // default framebuffer
        glClearColor(0,1); // clear screen to black
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        processKeyBoardInput(glfWwindow);

        ...

        //glDisable(GL_DEPTH_TEST);
        glBindVertexArray(vao);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D,depthTexture);
        glDrawElements(GL_TRIANGLES,0);

        glfwSwapBuffers(glfWwindow);
        glfwPollEvents();

        sleep(1);
    }

    glDeleteFramebuffers(1,&fbo);
    glDeleteVertexArrays(1,&vao);
    glDeleteBuffers(1,&vbo);

    glfwTerminate();
    return 0;
}

生成的渲染图像与预期的图像结果如下所示

resulted depth


![expected dept

解决方法

片段着色器将 [near,far] 范围内的深度值分配给 [0.0,1.0] 范围内的颜色值。如果所有几何体都在接近 0.0 的区域中,则渲染将显示为几乎黑色,因为 0.1 渲染为黑色,100 渲染为白色。将视点 (viewing frustum) 的近平面和远平面尽可能靠近几何体,以利用 0.0 和 1.0 之间的整个范围。

当近平面接近 0 时,您的片段着色器会正常工作。随着近平面变大,您应该使用:

float linearDepth = LinearizeDepth(gl_FragCoord.z) / far;

float linearDepth = (LinearizeDepth(gl_FragCoord.z) - near) / (far - near);

版权声明:本文内容由互联网用户自发贡献,该文观点与技术仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌侵权/违法违规的内容, 请发送邮件至 dio@foxmail.com 举报,一经查实,本站将立刻删除。

相关推荐


使用本地python环境可以成功执行 import pandas as pd import matplotlib.pyplot as plt # 设置字体 plt.rcParams[&#39;font.sans-serif&#39;] = [&#39;SimHei&#39;] # 能正确显示负号 p
错误1:Request method ‘DELETE‘ not supported 错误还原:controller层有一个接口,访问该接口时报错:Request method ‘DELETE‘ not supported 错误原因:没有接收到前端传入的参数,修改为如下 参考 错误2:cannot r
错误1:启动docker镜像时报错:Error response from daemon: driver failed programming external connectivity on endpoint quirky_allen 解决方法:重启docker -&gt; systemctl r
错误1:private field ‘xxx‘ is never assigned 按Altʾnter快捷键,选择第2项 参考:https://blog.csdn.net/shi_hong_fei_hei/article/details/88814070 错误2:启动时报错,不能找到主启动类 #
报错如下,通过源不能下载,最后警告pip需升级版本 Requirement already satisfied: pip in c:\users\ychen\appdata\local\programs\python\python310\lib\site-packages (22.0.4) Coll
错误1:maven打包报错 错误还原:使用maven打包项目时报错如下 [ERROR] Failed to execute goal org.apache.maven.plugins:maven-resources-plugin:3.2.0:resources (default-resources)
错误1:服务调用时报错 服务消费者模块assess通过openFeign调用服务提供者模块hires 如下为服务提供者模块hires的控制层接口 @RestController @RequestMapping(&quot;/hires&quot;) public class FeignControl
错误1:运行项目后报如下错误 解决方案 报错2:Failed to execute goal org.apache.maven.plugins:maven-compiler-plugin:3.8.1:compile (default-compile) on project sb 解决方案:在pom.
参考 错误原因 过滤器或拦截器在生效时,redisTemplate还没有注入 解决方案:在注入容器时就生效 @Component //项目运行时就注入Spring容器 public class RedisBean { @Resource private RedisTemplate&lt;String
使用vite构建项目报错 C:\Users\ychen\work&gt;npm init @vitejs/app @vitejs/create-app is deprecated, use npm init vite instead C:\Users\ychen\AppData\Local\npm-
参考1 参考2 解决方案 # 点击安装源 协议选择 http:// 路径填写 mirrors.aliyun.com/centos/8.3.2011/BaseOS/x86_64/os URL类型 软件库URL 其他路径 # 版本 7 mirrors.aliyun.com/centos/7/os/x86
报错1 [root@slave1 data_mocker]# kafka-console-consumer.sh --bootstrap-server slave1:9092 --topic topic_db [2023-12-19 18:31:12,770] WARN [Consumer clie
错误1 # 重写数据 hive (edu)&gt; insert overwrite table dwd_trade_cart_add_inc &gt; select data.id, &gt; data.user_id, &gt; data.course_id, &gt; date_format(
错误1 hive (edu)&gt; insert into huanhuan values(1,&#39;haoge&#39;); Query ID = root_20240110071417_fe1517ad-3607-41f4-bdcf-d00b98ac443e Total jobs = 1
报错1:执行到如下就不执行了,没有显示Successfully registered new MBean. [root@slave1 bin]# /usr/local/software/flume-1.9.0/bin/flume-ng agent -n a1 -c /usr/local/softwa
虚拟及没有启动任何服务器查看jps会显示jps,如果没有显示任何东西 [root@slave2 ~]# jps 9647 Jps 解决方案 # 进入/tmp查看 [root@slave1 dfs]# cd /tmp [root@slave1 tmp]# ll 总用量 48 drwxr-xr-x. 2
报错1 hive&gt; show databases; OK Failed with exception java.io.IOException:java.lang.RuntimeException: Error in configuring object Time taken: 0.474 se
报错1 [root@localhost ~]# vim -bash: vim: 未找到命令 安装vim yum -y install vim* # 查看是否安装成功 [root@hadoop01 hadoop]# rpm -qa |grep vim vim-X11-7.4.629-8.el7_9.x
修改hadoop配置 vi /usr/local/software/hadoop-2.9.2/etc/hadoop/yarn-site.xml # 添加如下 &lt;configuration&gt; &lt;property&gt; &lt;name&gt;yarn.nodemanager.res