深度测试:OpenGL将一个片段的深度值与深度缓冲的内容进行对比。执行一个深度测试,测试通过则深度缓冲将会更新为新的深度值。测试失败则片段被丢弃。
深度测试片段着色器及模版测试之后执行。
片段着色器中内置变量gl_FragCoord的z值即为深度值。
提前深度测试:允许深度测试在片段着色器之前运行。片段着色器通常开销很大。使用提前深度测试时,片段着色器不可写入深度值,因为OpenGl不能提前知道深度值。
默认禁用,glEnable(GL_DEPTH_TEST);启用
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);清楚上一帧深度缓冲
实际运用的深度缓冲是非线性的
深度冲突:两个平面或三角形z值一样,两个形状会不断切换前后顺序
防止深度冲突:
1.不要把多个物体放的太近,导致它们的一些三角形重叠
2.将进平面设置远一些,因为精度在靠近进平面时较高。(注意,进平面太远会导致近处的一些物体被裁减掉)
3.牺牲一些性能,使用更高精度的深度缓冲。大部分深度缓冲的精度都是24位,但现在大部分显卡支持32位
main.cpp
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "shader.h"
#include "stb_image.h"
#include <glm.hpp>
#include <gtc/matrix_transform.hpp>
#include <gtc/type_ptr.hpp>
#include "Camera.h"
#include "Model.h"
Camera* myCamera = new Camera(glm::vec3(0.0f, 0.0f, 3.0f), glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, 1.0f, 0.0f));
void mouse_callback(GLFWwindow* window, double xpos, double ypos) {
myCamera->mouseCb(xpos, ypos);
};
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
myCamera->scrollCb(xoffset, yoffset);
}
GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;
void processInput(GLFWwindow* window) {
GLfloat currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
myCamera->pressKeyW(deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
myCamera->pressKeyS(deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
myCamera->pressKeyA(deltaTime);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
myCamera->pressKeyD(deltaTime);
}
}
glm::vec3 pointLightPositions[] = {
glm::vec3(2.0f, 10.2f, 2.0f),
glm::vec3(-2.3f, 7.3f, -4.0f)
};
float cubeVertices[] = {
// positions // texture Coords
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
float planeVertices[] = {
// positions // texture Coords (note we set these higher than 1 (together with GL_REPEAT as texture wrapping mode). this will cause the floor texture to repeat)
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
};
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "test", nullptr, nullptr);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
//glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
glfwTerminate();
return -1;
}
glViewport(0, 0, 800, 600);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
GLuint cubeVAO, cubeVBO;
glGenVertexArrays(1, &cubeVAO);
glBindVertexArray(cubeVAO);
glGenBuffers(1, &cubeVBO);
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glBindVertexArray(0);
unsigned int planeVAO, planeVBO;
glGenVertexArrays(1, &planeVAO);
glGenBuffers(1, &planeVBO);
glBindVertexArray(planeVAO);
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glBindVertexArray(0);
GLuint tex;
glGenTextures(1, &tex);
int width, height, nrComponents;
unsigned char* image = stbi_load("container.jpg", &width, &height, &nrComponents, 0);
if (image) {
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(image);
}
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
glEnable(GL_DEPTH_TEST);
//深度测试函数
glDepthFunc(GL_LESS);
/*
* GL_ALWAYS 永远通过深度测试
* GL_NEVER 永远不通过深度测试
* GL_LESS 在片段深度值小于缓冲的深度值时通过测试
* GL_EQUAL 在片段深度值等于缓冲区的深度值时通过测试
* GL_LEQUAL 在片段深度值小于等于缓冲区的深度值时通过测试
* GL_GREATER 在片段深度值大于缓冲区的深度值时通过测试
* GL_NOTEQUAL 在片段深度值不等于缓冲区的深度值时通过测试
* GL_GEQUAL 在片段深度值大于等于缓冲区的深度值时通过测试
*/
Shader* testShader = new Shader("test.vert", "test.frag");
Shader* lightShader = new Shader("test.vert", "light.frag");
while (!glfwWindowShouldClose(window))
{
processInput(window);
glfwPollEvents();
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
testShader->Use();
glUniform1i(glGetUniformLocation(testShader->getProgram(), "texture1"), 0);
glBindVertexArray(cubeVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
view = myCamera->getViewMat4();
glUniformMatrix4fv(glGetUniformLocation(testShader->getProgram(), "view"), 1, GL_FALSE, glm::value_ptr(view));
projection = glm::perspective(glm::radians(myCamera->getFov()), 800.0f / 600.0f, 0.1f, 100.0f);
glUniformMatrix4fv(glGetUniformLocation(testShader->getProgram(), "projection"), 1, GL_FALSE, glm::value_ptr(projection));
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
glUniformMatrix4fv(glGetUniformLocation(testShader->getProgram(), "model"), 1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
glUniformMatrix4fv(glGetUniformLocation(testShader->getProgram(), "model"), 1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(planeVAO);
glUniformMatrix4fv(glGetUniformLocation(testShader->getProgram(), "model"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1.0f)));
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
顶点着色器
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
TexCoords = aTexCoords;
gl_Position = projection * view * model * vec4(aPos, 1.0);
}
片段着色器
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D texture1;
float near = 0.1;
float far = 100.0;
float LinearizeDepth(float depth)
{
float z = depth * 2.0 - 1.0; // back to NDC [0,1]变换到[-1,1](标准化设备坐标/裁剪空间)
return (2.0 * near * far) / (far + near - z * (far - near));
}
void main()
{
FragColor = texture(texture1, TexCoords);
//FragColor = vec4(vec3(gl_FragCoord.z), 1.0);
//float depth = LinearizeDepth(gl_FragCoord.z) / far; // 为了演示除以 far
//FragColor = vec4(vec3(depth), 1.0);
}