OpenGL:从帧缓冲区读取像素,以拾取舍入到255(0xFF)
我试图通过将vao id打包到RGBA并将其渲染到屏幕外缓冲区来实现对象拾取,然后尝试使用缓冲区对象读取该缓冲区 通过创建纹理和z缓冲区RenderBuffer对象,然后将它们附加到帧缓冲区对象,我将渲染到屏幕外缓冲区:OpenGL:从帧缓冲区读取像素,以拾取舍入到255(0xFF),opengl,framebuffer,picking,Opengl,Framebuffer,Picking,我试图通过将vao id打包到RGBA并将其渲染到屏幕外缓冲区来实现对象拾取,然后尝试使用缓冲区对象读取该缓冲区 通过创建纹理和z缓冲区RenderBuffer对象,然后将它们附加到帧缓冲区对象,我将渲染到屏幕外缓冲区: /* create a framebuffer object */ glGenFramebuffers(1, &fbo); /* attach the texture and the render buffer to the frame buffer */
/* create a framebuffer object */
glGenFramebuffers(1, &fbo);
/* attach the texture and the render buffer to the frame buffer */
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
/* generate a texture id */
glGenTextures(1, &tex);
/* bind the texture */
glBindTexture(GL_TEXTURE_2D, tex);
/* create the texture in the GPU */
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WINDOW_SIZE_X, WINDOW_SIZE_Y
, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
/* set texture parameters */
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
/* unbind the texture */
glBindTexture(GL_TEXTURE_2D, 0);
/* create a renderbuffer object for the depth buffer */
glGenRenderbuffers(1, &rbo);
/* bind the texture */
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
/* create the render buffer in the GPU */
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT
, WINDOW_SIZE_X, WINDOW_SIZE_Y);
/* unbind the render buffer */
glBindRenderbuffer(GL_RENDERBUFFER, 0);
/* attach the texture and the render buffer to the frame buffer */
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER, rbo);
// check the frame buffer
if (glCheckFramebufferStatus(
GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
std::cout << "Framebuffer status not complete" << '\n';
}
/* handle an error : frame buffer incomplete */
/* return to the default frame buffer */
glBindFramebuffer(GL_FRAMEBUFFER, 0);
然后在渲染循环中,我将其绑定并渲染到该屏幕外帧缓冲区:
GLubyte red, green, blue, alpha;
/* bind the frame buffer */
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
/* clear the frame buffer */
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* select the shader program */
glUseProgram(pickProgram);
/* set the object color */
/*alpha = house.vaoId & 0xFF;
blue = (house.vaoId >> 8) & 0xFF;
green = (house.vaoId >> 16) & 0xFF;
red = (house.vaoId >> 24) & 0xFF; */
GLuint objectId = 5;
alpha = objectId & 0xFF;
blue = (objectId >> 8) & 0xFF;
green = (objectId >> 16) & 0xFF;
red = (objectId >> 24) & 0xFF;
//Upload the packed RGBA values to the shader
glUniform4f(baseColorUniformLocation, red, green ,blue, alpha);
//prepare to draw the object
pvm = projectionMatrix*viewMatrix*house.modelMatrix;
glUniformMatrix4fv(offScreenMatrixUniformLocation, 1, GL_FALSE, glm::value_ptr(pvm));
/* draw the object*/
glBindVertexArray(house.getVaoId());
glDrawRangeElements(GL_TRIANGLES,0,42,42,GL_UNSIGNED_SHORT,NULL);
glBindVertexArray(0);
//check that our framebuffer is ok
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
std::cout << "Framebuffer Error" << '\n';
}
GLuint temp;
//get the object id from the read pixels
temp = get_object_id(); <--- this function is explained later
/* return to the default frame buffer */
glBindFramebuffer(GL_FRAMEBUFFER, 0);
这是在屏幕外渲染期间调用的函数,用于从帧缓冲区提取打包的RGBA:
GLuint Engine::get_object_id()
{
static int frame_event = 0;
GLuint object_id;
int x, y;
GLuint red, green, blue, alpha, pixel_index;
//GLuint read_pbo, map_pbo;
GLubyte* ptr;
/* read one pixel buffer */
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo_a);
/* map the other pixel buffer */
///////////////////// NOTE :5th argument, BGRA or RGBA, doesn't make a difference right?
glReadPixels(0, 0, WINDOW_SIZE_X, WINDOW_SIZE_Y, GL_BGRA, GL_UNSIGNED_BYTE, 0);
ptr = (GLubyte*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_WRITE);
/* get the mouse coordinates */
/* OpenGL has the {0,0} at the down-left corner of the screen */
glfwGetMousePos(&x, &y);
y = WINDOW_SIZE_Y - y;
object_id = -1;
if (x >= 0 && x < WINDOW_SIZE_X && y >= 0 && y < WINDOW_SIZE_Y){
//////////////////////////////////////////
//I have to admit I don't understand what he does here
///////////////////////////////////////////
pixel_index = (x + y * WINDOW_SIZE_X) * 4;
blue = ptr[pixel_index];
green = ptr[pixel_index + 1];
red = ptr[pixel_index + 2];
alpha = ptr[pixel_index + 3];
object_id = alpha +(red << 24) + (green << 16) + (blue << 8);
}
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
return object_id;
}
我会得到
00000000 00000000 00000000 11111111
00000000 11111111 00000000 00000000
或者如果我发送
00000000 00000000 00000000 00000001
00000000 00010000 00000000 00000000
我会得到
00000000 00000000 00000000 11111111
00000000 11111111 00000000 00000000
…当我用get_object_id()读取像素时
如果绑定纹理并将其渲染到普通帧缓冲区上的四边形,则传递到屏幕外渲染的颜色将在四边形上正确显示。但是get_object_id()读取的像素使发送的每个字节四舍五入到255(0xFF)。因此,我猜最后一个函数有问题。片段着色器输出[0,1]范围内的值,这些值在写入帧缓冲区时被重新映射到[0,255]
glUniform4f
接受浮点值,您需要将id作为[0,1]值而不是[0,255]值发送:
glUniform4f(baseColorUniformLocation, red / 255.0f, green / 255.0f...);
工作得很有魅力。我不能说我完全理解为什么片段着色器中的输出值被重新映射到[0255],但我想我必须做更多的阅读。非常感谢。