Qopenglwidget和GlreadPixels和深度缓冲区

QOpenGLWidget and glReadPixels and depth buffer

本文关键字:缓冲区 深度 GlreadPixels Qopenglwidget      更新时间:2023-10-16

作为我使用qopenglwidget在qt中制作的3D网格查看器的一部分,我需要为用户提供单击模型中的节点的能力。为了将选择仅限于可见节点,我试图在选择算法中包括GlreadPixels(gl_depth_component)。

我的问题是GlreadPixels(深度)始终返回0。代码下方的所有错误输出也返回0。glreadpixels(红色)返回正确的值:

    GLenum err = GL_NO_ERROR;
    QTextStream(stdout) << "error before reading gl_red = " << err << endl;
    GLfloat winX, winY, myred, mydepth;
    winX = mousex;
    winY = this->height() - mousey;
    glReadPixels(winX,winY,1,1,GL_RED,GL_FLOAT, &myred);
    QTextStream(stdout) << "GL RED = " << myred << endl;
    err =  glGetError();
    QTextStream(stdout) << "error after reading gl_red = " << err << endl;
    glReadPixels(winX,winY,1,1,GL_DEPTH_COMPONENT,GL_FLOAT, &mydepth);
    QTextStream(stdout) << "GL_DEPTH_COMPONENT = " << mydepth << endl;
    err =  glGetError();
    QTextStream(stdout) << "error after reading gl_depth = " << err << endl;

我的普通3D渲染工作正常,我的initializeGL()功能中有glEnable(GL_DEPTH_TEST)。目前,我不使用任何精美的VBO或VAO。FaceMeshQualityColortriVertices都是数据类型QVector<QVector3D>。我目前的面部渲染遵循以下进展:

shader = shaderVaryingColor;
shader->bind();
shader->setAttributeArray("color", FaceMeshQualityColor.constData());
shader->enableAttributeArray("color");
shader->setUniformValue("mvpMatrix", pMatrix * vMatrix * mMatrix);
shader->setAttributeArray("vertex", triVertices.constData());
shader->enableAttributeArray("vertex");
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(1,1);
glDrawArrays(GL_TRIANGLES, 0, triVertices.size());
glDisable(GL_POLYGON_OFFSET_FILL);
shader->disableAttributeArray("vertex");
shader->disableAttributeArray("color");
shader->release();

在我的主文件中,我将OpenGL版本明确设置为具有GlreadPixels(gl_depth_component)功能(而不是OpenGL ES 2.0)的东西:

int main(int argc, char *argv[])
{
    QApplication a(argc, argv);
    QSurfaceFormat format;
    format.setVersion(2, 1);
    format.setProfile(QSurfaceFormat::CoreProfile);
    format.setDepthBufferSize(32);
    QSurfaceFormat::setDefaultFormat(format);
    MainWindow w;
    w.showMaximized();
    return a.exec();
}

我的glreadpixels(深度)问题是否与我对深度缓冲区的处理有关?

我是否需要"激活"深度缓冲区才能在调用GlreadPixels之前从中读取它?或者我需要将我的顶点着色器明确地写入深度位置?

qopenglwidget在基础的FBO中起作用,如果启用了多个采样,则不能简单地从该FBO读取深度组件。最简单的解决方案是将样品设置为零,因此您的代码看起来像这样:

QSurfaceFormat format;
format.setVersion(2, 1);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setDepthBufferSize(32);
format.setSamples(0);
QSurfaceFormat::setDefaultFormat(format);

或者您可以使用多样采样,但是在不复制深度缓冲区的情况下,将需要额外的FBO。

class MyGLWidget : public QOpenGLWidget, protected QOpenGLFunctions
{
//
// OTHER WIDGET RELATED STUFF
//
QOpenGLFramebufferObject* mFBO = nullptr;
MyGLWidget::paintGL()
{
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  //
  // DRAW YOUR SCENE HERE!
  //
  QOpenGLContext *ctx = QOpenGLContext::currentContext();
  // FBO must be re-created! is there a way to reset it?
  if(mFBO) delete mFBO;
  QOpenGLFramebufferObjectFormat format;
  format.setSamples(0);
  format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
  mFBO = new QOpenGLFramebufferObject(size(), format);
  glBindFramebuffer(GL_READ_FRAMEBUFFER, ctx->defaultFramebufferObject());
  glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO->handle());
  ctx->extraFunctions()->glBlitFramebuffer(0, 0, width(), height(), 0, 0, mFBO->width(), mFBO->height(), GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT, GL_NEAREST);
  mFBO->bind(); // must rebind, otherwise it won't work!
  float mouseDepth = 1.f;
  glReadPixels(mouseX, mouseY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &mouseDepth);
  mFBO->release();
}
};