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Sometimes when I look at the world, I can see a line behind it.

Shader Depth Offset [Polygon Offset]

Offset Factor, Units
factor

Specifies a scale factor that is used to create a variable depth offset for each polygon. The initial value is 0.

units

Is multiplied by an implementation-specific value to create a constant depth offset. The initial value is 0.

When GL_POLYGON_OFFSET_FILLGL_POLYGON_OFFSET_LINE, or GL_POLYGON_OFFSET_POINT is enabled, each fragment's depth value will be offset after it is interpolated from the depth values of the appropriate vertices. The value of the offset is factor×DZ+r×unitsfactor×DZ+r×units, where DZDZ is a measurement of the change in depth relative to the screen area of the polygon, and rr is the smallest value that is guaranteed to produce a resolvable offset for a given implementation. The offset is added before the depth test is performed and before the value is written into the depth buffer.


如果英文不太好理解,请参考:

每一个Fragment的深度值都会增加如下所示的偏移量:

offset = (m * factor) + (r * units)

m是多边形的深度的斜率(在光栅化阶段计算得出)中的最大值。这句话难以理解,你只需知道,一个多边形越是与近裁剪面(near clipping plan)平行,m就越接近0。

r是能产生在窗口坐标系的深度值中可分辨的差异的最小值,r是由具体实现OpenGL的平台指定的一个常量。

一个大于0的offset 会把模型推到离你(摄像机)更远一点的位置,相应地,一个小于0的offset 会把模型拉近。


注:因为深度缓存的值是非线性的,所以使用Offset的话,当相机比较近的时候,相对深度偏移(深度偏移相对于物体本身的深度值)会比较小,相机比较远时,相对深度偏移会比较大(如覆盖在本来不应该覆盖的物体上面).所以如果我们是需要设置Offset的值比较大的时候,建议直接设置相机空间或者Clip空间的Z值(线性),保证Z值的偏移总是符合预期。

深度缓存计算参考:

  1. a= zFar/( zFar- zNear)
  2. b= zFar* zNear/( zNear- zFar)
  3. z= distancefrom the eye to theobject
  4. z_buffer_value= a+ b/ z

参考:

https://docs.unity3d.com/Manual/SL-CullAndDepth.html

https://www.opengl.org/archives/resources/faq/technical/polygonoffset.htm

https://www.opengl.org/sdk/docs/man/html/glPolygonOffset.xhtml

http://www.cnblogs.com/bitzhuwei/p/polygon-offset-for-stitching-andz-fighting.html

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