【发布时间】:2014-01-17 13:30:11
【问题描述】:
我正在尝试做this 的例子。
我仍然无法理解它是如何工作的,而且我在可视化代码的样子时遇到了困难。
我偶然发现了this post,这是我认为我能找到的最接近的。
从红皮书链接,我怎样才能做一个“两遍算法”来获得所需的输出?如何使用GL_INVERT 并检查像素是否被偶数覆盖?
我以某种方式设法理解了模板如何为凹多边形工作,但我现在的问题是多边形渲染不正确。
http://img.photobucket.com/albums/v442/ardo/ScreenShot2013-12-30at24155PM.png
我绘制的位置在一个帧缓冲区中,设置如下:
//multisample
glGenRenderbuffersEXT(1, &colorBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, colorBuffer);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, multisampling, GL_RGBA,800, 600);
//multi sample depth
glGenRenderbuffersEXT(1, &depthBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthBuffer);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, multisampling, GL_DEPTH24_STENCIL8, 800, 600);
//multisamplefbo
glGenFramebuffersEXT(1, &mFBO);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, colorBuffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, depthBuffer);
那我的绘图代码是:
glEnable(GL_STENCIL_TEST);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glStencilFunc(GL_ALWAYS, 0x1, 0x1);
glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
glBegin(GL_TRIANGLE_FAN);
glVertex3f(1.396900,3.130690,0);
glVertex3f(2.034830,2.466900,0);
glVertex3f(2.486338,2.441036,0);
glVertex3f(2.802204,2.437803,0);
glVertex3f(2.910181,2.447098,0);
glVertex3f(2.957240,2.466900,0);
glVertex3f(3.019335,2.552570,0);
glVertex3f(3.130733,2.673799,0);
glVertex3f(3.284830,2.828970,0);
glVertex3f(3.474490,3.087590,0);
glVertex3f(4.319320,2.596210,0);
glVertex3f(4.508980,2.147930,0);
glVertex3f(4.714798,1.866680,0);
glVertex3f(4.907215,1.620586,0);
glVertex3f(5.101651,1.397930,0);
glVertex3f(5.186114,1.317364,0);
glVertex3f(5.254869,1.269024,0);
glVertex3f(5.302510,1.261700,0);
glVertex3f(5.323633,1.304180,0);
glVertex3f(5.312832,1.405254,0);
glVertex3f(5.264703,1.573711,0);
glVertex3f(5.173841,1.818340,0);
glVertex3f(5.034840,2.147930,0);
glVertex3f(4.875695,2.492816,0);
glVertex3f(4.727900,2.780675,0);
glVertex3f(4.591307,3.016304,0);
glVertex3f(4.465765,3.204503,0);
glVertex3f(4.351127,3.350070,0);
glVertex3f(4.247241,3.457803,0);
glVertex3f(4.153958,3.532502,0);
glVertex3f(4.071129,3.578965,0);
glVertex3f(3.998605,3.601990,0);
glVertex3f(3.936235,3.606376,0);
glVertex3f(3.841363,3.578427,0);
glVertex3f(3.766900,3.510000,0);
glVertex3f(2.974490,3.458280,0);
glVertex3f(2.672770,2.958280,0);
glVertex3f(2.379670,3.070350,0);
glVertex3f(1.853810,3.303110,0);
glVertex3f(1.396910,3.303110,0);
glVertex3f(1.396910,3.130690,0);
glVertex3f(1.396900,3.130690,0);
glVertex3f(1.396900,3.130690,0);
glEnd();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_EQUAL, 0x1, 0x1);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glColor3f(1,0,1);
glBegin(GL_TRIANGLE_FAN);
glVertex3f(1.396900,3.130690,0);
glVertex3f(2.034830,2.466900,0);
glVertex3f(2.486338,2.441036,0);
glVertex3f(2.802204,2.437803,0);
glVertex3f(2.910181,2.447098,0);
glVertex3f(2.957240,2.466900,0);
glVertex3f(3.019335,2.552570,0);
glVertex3f(3.130733,2.673799,0);
glVertex3f(3.284830,2.828970,0);
glVertex3f(3.474490,3.087590,0);
glVertex3f(4.319320,2.596210,0);
glVertex3f(4.508980,2.147930,0);
glVertex3f(4.714798,1.866680,0);
glVertex3f(4.907215,1.620586,0);
glVertex3f(5.101651,1.397930,0);
glVertex3f(5.186114,1.317364,0);
glVertex3f(5.254869,1.269024,0);
glVertex3f(5.302510,1.261700,0);
glVertex3f(5.323633,1.304180,0);
glVertex3f(5.312832,1.405254,0);
glVertex3f(5.264703,1.573711,0);
glVertex3f(5.173841,1.818340,0);
glVertex3f(5.034840,2.147930,0);
glVertex3f(4.875695,2.492816,0);
glVertex3f(4.727900,2.780675,0);
glVertex3f(4.591307,3.016304,0);
glVertex3f(4.465765,3.204503,0);
glVertex3f(4.351127,3.350070,0);
glVertex3f(4.247241,3.457803,0);
glVertex3f(4.153958,3.532502,0);
glVertex3f(4.071129,3.578965,0);
glVertex3f(3.998605,3.601990,0);
glVertex3f(3.936235,3.606376,0);
glVertex3f(3.841363,3.578427,0);
glVertex3f(3.766900,3.510000,0);
glVertex3f(2.974490,3.458280,0);
glVertex3f(2.672770,2.958280,0);
glVertex3f(2.379670,3.070350,0);
glVertex3f(1.853810,3.303110,0);
glVertex3f(1.396910,3.303110,0);
glVertex3f(1.396910,3.130690,0);
glVertex3f(1.396900,3.130690,0);
glVertex3f(1.396900,3.130690,0);
glEnd();
glDisable(GL_STENCIL_TEST);
我的多重采样设置方式在这里(这是在绘图之前)
[self checkError];
glEnable(GL_DEPTH_TEST);
[self checkError];
glDepthMask(GL_TRUE);
[self checkError];
glDepthFunc(GL_LESS);
[self checkError];
glClearDepth(10000.0);
[self checkError];
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
[self checkError];
if(multisampling != 0){
//Set multisampled framebuffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//Antialiasing functions
glEnable (GL_POLYGON_SMOOTH);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glHint (GL_POLYGON_SMOOTH_HINT, GL_NICEST);
glLineWidth (1.5);
}
glDisable(GL_CULL_FACE);
还有我的 blit 调用:
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, mFBO);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, currentFramebuffer);
glBlitFramebuffer(0, 0, 800, 600, 0, 0, 800, 600, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mFBO);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, currentFramebuffer);
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, currentFramebuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, currentFramebuffer);
【问题讨论】:
-
平滑多边形应该使用不同于您当前使用的混合功能。它们在目标 Alpha 通道中累积覆盖范围(因此您还需要存储 Alpha 的像素格式),
GL_SRC_ALPHA_SATURATE、GL_ONE最适合平滑多边形。当然,由于硬件通常不会加速这一点,而且您已经在使用多重采样,我想说停止启用GL_POLYGON_SMOOTH。 -
@AndonM.Coleman 我尝试删除 GL_POLYGON_SMOOTH 但我仍然得到这个:img.photobucket.com/albums/v442/ardo/…
-
我并不是要暗示这会解决你的问题......只是它是一个问题。顺便说一句,使用单采样渲染缓冲区会改变什么吗?
-
@AndonM.Coleman 哦,我明白了,我尝试了没有多重采样并降低多重采样,但问题仍然存在。
标签: c++ opengl polygon stencil-buffer concave