效果展示
知识点
在片段着色器运行完成后,会执行:透明度测试->模板测试->深度测试
模板测试中存在一个模板缓冲,存储有模板值
模板测试失败片段会直接被丢弃,不会经过深度测试
模板测试对应函数:
开启模板测试
glEnable(GL_STENCIL_TEST)
清空模板缓冲
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
设置位遮罩:
如果模板值为1,则模板缓冲对应处模板值可写
glStencilMask(0xFF)
所有模板缓冲对应处模板值不可写
glStencilMask(0x00)
配置模板测试:
设置模板值和mask按位与,将结果与ref比较,func为比较是否成功的判断条件
gglStencilFunc(GLenum func, GLint ref, GLuint mask)
设置根据判断条件决定的模板缓冲更新方式:sfail代表模板测试失败时,dpfail代表模板测试通过但深度测试失败时,dppass代表模板测试和深度测试都成功时
glStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass)
注意:
使用glStencilMask(0x00)可设置所有片段的模板缓冲为不可写,使用glStencilMask(0xFF) 可设置 渲染物体 的片段的模板缓冲为可写
假设我们有一个矩阵模板缓冲: A,其中的缓冲模板值为A(i,j);
首先将模板值A(i,j)和mask进行按位与,然后和ref比较,根据func条件判断是否比较成功
比较结果就是模板测试的结果,如果失败则片段直接被丢弃不会参与深度测试,如果成功会参与深度测试
当深度测试结果完成时,我们得到每个片段模板和深度测试的结果
针对每个片段,如果模板测试失败则按照sfail更新其模板缓冲,如果模板缓冲成功深度测试失败则按照dpfail,如果都成功按照dppass
每个片段模板缓冲的更新方式已确定,检查片段对应模板值是否可写,如果可写则按照更新方式
模板代码
渲染不使用模板的物体:
// 不使用模板只要关闭模板写入即可
glStencilMask(0x00);
Shader.Use();
Draw();
渲染物体
// 所有片段都要写入模板缓冲
glStencilFunc(GL_ALWAYS, 1, 0xFF);
// 设置模板缓冲为可写状态
glStencilMask(0xFF);
Shader.Use();
Draw();
渲染物体的轮廓
// 只渲染轮廓(轮廓就是物体放大后缓冲中为1,但是放大前缓冲为0的片段)
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
// 禁止修改模板缓冲
glStencilMask(0x00);
// 关闭深度测试(以免轮廓被地形挡住,物体下方的轮廓可能在地形以下)
glDisable(GL_DEPTH_TEST);
shaderSingleColor.Use();
Draw();
源代码
仅展示核心代码,其他代码见OpenGL模型文章。
轮廓的片段着色器
#version 330 core
out vec4 color;
void main()
{
color = vec4(1.00, 0.0, 0.0, 1.0);
}
主程序
// Std. Includes
#include <string>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// GL includes
#include "Shader.h"
#include "Camera.h"
#include "Model.h"
// GLM Mathemtics
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// Other Libs
#include <SOIL.h>
// Properties
GLuint screenWidth = 800, screenHeight = 600;
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement();
// Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
bool keys[1024];
GLfloat lastX = 400, lastY = 300;
bool firstMouse = true;
GLfloat ourSize = 0.2;
GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;
// The MAIN function, from here we start our application and run our Game loop
int main()
{
// Init GLFW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// Options
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Initialize GLEW to setup the OpenGL Function pointers
glewExperimental = GL_TRUE;
glewInit();
// Define the viewport dimensions
glViewport(0, 0, screenWidth, screenHeight);
// Setup some OpenGL options
// 开启深度测试并设置深度测试的选项
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// 开启模板测试
glEnable(GL_STENCIL_TEST);
// 将模板缓冲区的值和0xFF做按位与运算,如果不等于1 则片段能够被绘制(即模板缓冲区中的值应为0)
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
// 设置当通过模板测试和深度测试时更新模板缓冲的值为ref,即上一行中的1
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
// 构造着色器程序
Shader shader("C:\\Users\\32156\\source\\repos\\LearnOpenGL\\Shader\\vertexShader.txt", "C:\\Users\\32156\\source\\repos\\LearnOpenGL\\Shader\\fragmentShader.txt");
Shader shaderSingleColor("C:\\Users\\32156\\source\\repos\\LearnOpenGL\\Shader\\vertexShader.txt", "C:\\Users\\32156\\source\\repos\\LearnOpenGL\\Shader\\lightFragmentShader.txt");
// 构造模型
Model ourModel("D:\\Download\\nanosuit\\nanosuit.obj");
// Game loop
while (!glfwWindowShouldClose(window))
{
// Set frame time
GLfloat currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// Check and call events
glfwPollEvents();
Do_Movement();
// Clear the colorbuffer
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// 计算观察矩阵和投影矩阵
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth / (float)screenHeight, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
// 将矩阵传入着色器
shader.Use();
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
shaderSingleColor.Use();
glUniformMatrix4fv(glGetUniformLocation(shaderSingleColor.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(glGetUniformLocation(shaderSingleColor.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
// 渲染原物体
shader.Use();
// 设置片段总会通过模板测试,即所有片段的模板测试都成功
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glStencilMask(0xFF);
// 传入着色器变换矩阵
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, -1.75f, 0.0f)); // Translate it down a bit so it's at the center of the scene
model = glm::scale(model, glm::vec3(ourSize, ourSize, ourSize)); // It's a bit too big for our scene, so scale it down
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
// 直接渲染
ourModel.Draw(shader);
// 渲染轮廓,使用的还是刚才得到的模板缓冲,但是这次渲染的模型是放大后的
// 重点是物体放大后多了一圈轮廓的片段,这些轮廓片段在模板缓冲中的模板值为0
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
// 禁止写入模板缓冲,这样模板缓冲中模板值是刚才渲染的物体写入的,模板缓冲中模板值为1的是放大前物体的片段
// 比较模板缓冲和1,当不相等时保留片段,即保留模板缓冲值为0的轮廓片段
glStencilMask(0x00);
// 关闭深度测试,因为物体的轮廓可能在地形的后面(比如人物模型的脚轮廓,因为它会比脚低一些)
glDisable(GL_DEPTH_TEST);
shaderSingleColor.Use();
GLfloat scale = 1.014;
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, -1.75f, 0.0f)); // Translate it down a bit so it's at the center of the scene
model = glm::scale(model, glm::vec3(ourSize * scale, ourSize * scale, ourSize * scale)); // It's a bit too big for our scene, so scale it down
glUniformMatrix4fv(glGetUniformLocation(shaderSingleColor.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
ourModel.Draw(shaderSingleColor);
// 将关闭的深度测试和模板写入都打开
glStencilMask(0xFF);
glEnable(GL_DEPTH_TEST);
// Swap the buffers
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
#pragma region "User input"
GLuint loadTexture(GLchar* path)
{
//Generate texture ID and load texture data
GLuint textureID;
glGenTextures(1, &textureID);
int width, height;
unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
// Assign texture to ID
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
// Parameters
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);
glBindTexture(GL_TEXTURE_2D, 0);
SOIL_free_image_data(image);
return textureID;
}
// Moves/alters the camera positions based on user input
void Do_Movement()
{
// Camera controls
if (keys[GLFW_KEY_W])
camera.ProcessKeyboard(FORWARD, deltaTime);
if (keys[GLFW_KEY_S])
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (keys[GLFW_KEY_A])
camera.ProcessKeyboard(LEFT, deltaTime);
if (keys[GLFW_KEY_D])
camera.ProcessKeyboard(RIGHT, deltaTime);
if (keys[GLFW_KEY_Q])
ourSize += 0.01;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if (action == GLFW_PRESS)
keys[key] = true;
else if (action == GLFW_RELEASE)
keys[key] = false;
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
GLfloat xoffset = xpos - lastX;
GLfloat yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
#pragma endregion