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首先了解下视椎体,关于透视投影视椎体,如下图所示
在视觉坐标系下,片段fragment的深度放缩到0-1之间的一个有限范围内。片段的深度值为0的话则表明它与近裁截面
重合相交(如果是真实世界的话就是刺入你的眼睛),1代表物体的最远距离(但不是无限远)。为了消除远裁截面
并在任意距离上绘制图形,我们需要在深度缓存depth buffer中储存任意大的深度值–当然这是计算机不可能实现的。
那么假设,我们希望在Z轴方向上可以看到近平面和远平面之外的场景,该怎么办?特别是在进行阴影区域渲染
时,要尽可能多的沿着Z轴方向保留几何图形,下面深度截取就起到作用了。
OpenGL可以用深度数值截取到0-1范围选项来关闭近远截面所造成的截面。这意味着任何在近平面之前,和远平面之
后的几何体都会被最终投射到平面之上从而被看见。
下面通过一个演示程序,在不开启深度截取的情况下,几何图形在视椎体范围的变化过程,代码如下:
- #include <GLTools.h>
- #include <GLShaderManager.h>
- #include <GLFrustum.h>
- #include <GLBatch.h>
- #include <GLMatrixStack.h>
- #include <GLGeometryTransform.h>
- #include <StopWatch.h>
-
- #include <math.h>
- #include <stdio.h>
- #pragma comment(lib, "gltools.lib")
- #ifdef __APPLE__
- #include <glut/glut.h>
- #else
- #define FREEGLUT_STATIC
- #include <GL/glut.h>
- #endif
-
-
- GLShaderManager shaderManager; // Shader Manager
- GLMatrixStack modelViewMatrix; // Modelview Matrix
- GLMatrixStack projectionMatrix; // Projection Matrix
- GLFrustum viewFrustum; // View Frustum
- GLGeometryTransform transformPipeline; // Geometry Transform Pipeline
-
- GLTriangleBatch torusBatch;
- GLBatch floorBatch;
-
-
- //
- // This function does any needed initialization on the rendering
- // context.
- void SetupRC()
- {
- // Initialze Shader Manager
- shaderManager.InitializeStockShaders();
-
- glEnable(GL_DEPTH_TEST); //glEnable(GL_DEPTH_CLAMP) 开启深度截取功能,暂时先不开启
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
-
- // This makes a torus
- gltMakeTorus(torusBatch, 0.4f, 0.15f, 30, 30);
-
-
- floorBatch.Begin(GL_LINES, 324);
- for (GLfloat x = -20.0; x <= 20.0f; x += 0.5) {
- floorBatch.Vertex3f(x, -0.55f, 20.0f);
- floorBatch.Vertex3f(x, -0.55f, -20.0f);
-
- floorBatch.Vertex3f(20.0f, -0.55f, x);
- floorBatch.Vertex3f(-20.0f, -0.55f, x);
- }
- floorBatch.End();
- }
-
-
- ///
- // Screen changes size or is initialized
- void ChangeSize(int nWidth, int nHeight)
- {
- glViewport(0, 0, nWidth, nHeight);
-
- // Create the projection matrix, and load it on the projection matrix stack
- viewFrustum.SetPerspective(35.0f, float(nWidth) / float(nHeight), 1.0f, 100.0f);
- projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
-
- // Set the transformation pipeline to use the two matrix stacks
- transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
- }
-
-
- // Called to draw scene
- void RenderScene(void)
- {
- // Color values
- static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f };
- static GLfloat vTorusColor[] = { 1.0f, 0.0f, 0.0f, 1.0f };
-
- // Time Based animation
- static CStopWatch rotTimer;
- float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
-
- // Clear the color and depth buffers
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
-
- // Save the current modelview matrix (the identity matrix)
- modelViewMatrix.PushMatrix();
-
- // Draw the ground
- shaderManager.UseStockShader(GLT_SHADER_FLAT,
- transformPipeline.GetModelViewProjectionMatrix(),
- vFloorColor);
- floorBatch.Draw();
-
- // Draw the spinning Torus
- modelViewMatrix.Translate(0.0f, 0.0f, -1.2f);
- modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
- shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(),
- vTorusColor);
- torusBatch.Draw();
-
- // Restore the previous modleview matrix (the idenity matrix)
- modelViewMatrix.PopMatrix();
-
- // Do the buffer Swap
- glutSwapBuffers();
-
- // Tell GLUT to do it again
- glutPostRedisplay();
- }
-
-
- int main(int argc, char* argv[])
- {
- gltSetWorkingDirectory(argv[0]);
-
- glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
- glutInitWindowSize(800, 600);
-
- glutCreateWindow("OpenGL SphereWorld");
-
- glutReshapeFunc(ChangeSize);
- glutDisplayFunc(RenderScene);
-
- GLenum err = glewInit();
- if (GLEW_OK != err) {
- fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
- return 1;
- }
-
-
- SetupRC();
- glutMainLoop();
- return 0;
- }
最终运行的结果如下:
从上图可以看出,当几何图形运行到近平面之外时,不在进行显示。下面在代码中的SetupRC()函数里面添加
glEnable(GL_DEPTH_CLAMP),开启深度截取功能。
程序运行结果如下:
从这两个动画可以明显的区别出是否开启深度截取,对几何图形的影响。
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