glReadPixels获得的深度缓冲区始终为1 [英] depth buffer got by glReadPixels is always 1

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问题描述

我正在使用glReadPixels来获取选择像素的深度值,但是我总是得到1,我该如何解决呢?这是代码:

I'm using glReadPixels to get depth value of select pixel, but i always get 1, how can i solve it? here is the code:

    glEnable(GL_DEPTH_TEST);
    ..
    glReadPixels(x, viewport[3] - y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, z);

我想念什么吗?我的渲染部分如下所示.我使用不同的着色器绘制场景的不同部分,那么如何正确地从缓冲区读取深度值呢?

Do I miss anything? And my rendering part is shown below. I use different shaders to draw different part of scene, so how should i make it correct to read depth value from buffer?

void onDisplay(void)
{
// Clear the window and the depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// calculate the view matrix.
GLFrame eyeFrame;
eyeFrame.MoveUp(gb_eye_height);
eyeFrame.RotateWorld(gb_eye_theta * 3.1415926 / 180.0, 1.0, 0.0, 0.0);
eyeFrame.RotateWorld(gb_eye_phi * 3.1415926 / 180.0, 0.0, 1.0, 0.0);
eyeFrame.MoveForward(-gb_eye_radius);
eyeFrame.GetCameraMatrix(gb_hit_modelview);
gb_modelViewMatrix.PushMatrix(gb_hit_modelview);

// draw coordinate system
if(gb_bCoord)
{
    DrawCoordinateAxis();
}

if(gb_bTexture)
{

    GLfloat vEyeLight[] = { -100.0f, 100.0f, 150.0f };
    GLfloat vAmbientColor[] = { 0.2f, 0.2f, 0.2f, 1.0f };
    GLfloat vDiffuseColor[] = { 1.0f, 1.0f, 1.0f, 1.0f};

    glUseProgram(normalMapShader);
    glUniform4fv(locAmbient, 1, vAmbientColor);
    glUniform4fv(locDiffuse, 1, vDiffuseColor);
    glUniform3fv(locLight, 1, vEyeLight);
    glUniform1i(locColorMap, 0);
    glUniform1i(locNormalMap, 1);
    gb_treeskl.Display(SetGeneralColor, SetSelectedColor, 0);
}
else
{
    if(!gb_bOnlyVoxel)
    {
        if(gb_bPoints)
        {
            //GLfloat vPointColor[] = { 1.0, 1.0, 0.0, 0.6 };
            GLfloat vPointColor[] = { 0.2, 0.0, 0.0, 0.9 };
            gb_shaderManager.UseStockShader(GLT_SHADER_FLAT, gb_transformPipeline.GetModelViewProjectionMatrix(), vPointColor);
            gb_treeskl.Display(NULL, NULL, 1);
        }
        if(gb_bSkeleton)
        {
            GLfloat vEyeLight[] = { -100.0f, 100.0f, 150.0f };
            glUseProgram(adsPhongShader);
            glUniform3fv(locLight, 1, vEyeLight);
            gb_treeskl.Display(SetGeneralColor, SetSelectedColor, 0);
        }
    }
    if(gb_bVoxel)
    {
        GLfloat vEyeLight[] = { -100.0f, 100.0f, 150.0f };
        glUseProgram(adsPhongShader);
        glUniform3fv(locLight, 1, vEyeLight);
        SetVoxelColor();
        glPolygonMode(GL_FRONT, GL_LINE);
        glLineWidth(1.0f);
        gb_treeskl.DisplayVoxel();
        glPolygonMode(GL_FRONT, GL_FILL);
    }
}
//glUniformMatrix4fv(locMVP, 1, GL_FALSE, gb_transformPipeline.GetModelViewProjectionMatrix());
//glUniformMatrix4fv(locMV, 1, GL_FALSE, gb_transformPipeline.GetModelViewMatrix());
//glUniformMatrix3fv(locNM, 1, GL_FALSE, gb_transformPipeline.GetNormalMatrix());
//gb_sphereBatch.Draw();
gb_modelViewMatrix.PopMatrix();

glutSwapBuffers();

}

推荐答案

我认为您没看错,唯一的问题是您没有将缓冲区的深度线性化回<znear...zfar>范围,因此整个~1值屏幕是由于深度的对数依赖性(几乎所有值都非常接近1).

I think you are reading correctly the only problem is that you are not linearize the depth from buffer back to <znear...zfar> range hence the ~1 value for whole screen due to logarithmic dependence of depth (almost all the values are very close to 1).

我正在这样做:

double glReadDepth(double x,double y,double *per=NULL)                  // x,y [pixels], per[16]
    {
    GLfloat _z=0.0; double m[16],z,zFar,zNear;
    if (per==NULL){ per=m; glGetDoublev(GL_PROJECTION_MATRIX,per); }    // use actual perspective matrix if not passed
    zFar =0.5*per[14]*(1.0-((per[10]-1.0)/(per[10]+1.0)));              // compute zFar from perspective matrix
    zNear=zFar*(per[10]+1.0)/(per[10]-1.0);                             // compute zNear from perspective matrix
    glReadPixels(x,y,1,1,GL_DEPTH_COMPONENT,GL_FLOAT,&_z);              // read depth value
    z=_z;                                                               // logarithmic
    z=(2.0*z)-1.0;                                                      // logarithmic NDC
    z=(2.0*zNear*zFar)/(zFar+zNear-(z*(zFar-zNear)));                   // linear <zNear,zFar>
    return -z;
    }

不要忘了x,y以像素为单位,(0,0)以左下角为单位!!!! 返回的深度<zNear,zFar>范围内.该函数假定您正在使用像这样的透视变换:

Do not forget that x,y is in pixels and (0,0) is bottom left corner !!! The returned depth is in range <zNear,zFar>. The function is assuming you are using perspective transform like this:

void glPerspective(double fovy,double aspect,double zNear,double zFar)
    {
    double per[16],f;
    for (int i=0;i<16;i++) per[i]=0.0;
    // original gluProjection
//  f=divide(1.0,tan(0.5*fovy*deg))
//  per[ 0]=f/aspect;
//  per[ 5]=f;
    // corrected gluProjection
    f=divide(1.0,tan(0.5*fovy*deg*aspect));
    per[ 0]=f;
    per[ 5]=f*aspect;
    // z range
    per[10]=divide(zFar+zNear,zNear-zFar);
    per[11]=-1.0;
    per[14]=divide(2.0*zFar*zNear,zNear-zFar);
    glLoadMatrixd(per);
    }

请注意,只有在没有线性深度缓冲区的情况下,接近相机对象的深度精度才是好的.有关更多信息,请参见:

Beware the depth accuracy will be good only for close to camera object without linear depth buffer. For more info see:

如果问题仍然存在,则可能还有另一个原因.您是否有像素格式的深度缓冲区?在Windows中,您可以像这样检查:

If the problem persist there might be also another reason for this. Do you have Depth buffer in your pixel format? In windows You can check like this:

缺少深度缓冲区可以解释为什么值始终为1(与~0.997不同)的原因.在这种情况下,您需要更改窗口的初始化,为深度缓冲区(16/24/32)启用一些位.参见:

Missing depth buffer could explain why the value is always 1 (not like ~0.997). In such case you need to change the init of your window enabling some bits for depth buffer (16/24/32). See:

有关使用此技术的更多详细信息(以C ++示例为例),请参见:

For more detailed info about using this technique (with C++ example) see:

这篇关于glReadPixels获得的深度缓冲区始终为1的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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