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我有一個應用程序,我想使用模具蒙版渲染紋理深度。我嘗試GL_DEPTH_STENCIL_OES:如何使用深度紋理與模具,OpenGL ES 3.0
創建質地:
glGenFramebuffers(1, fbo);
glBindFramebuffer(GL_FRAMEBUFFER, *fbo);
glGenTextures(1, depthTexture);
glBindTexture(GL_TEXTURE_2D, *depthTexture);
// using combined format: depth + stencil
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, w, h, 0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
// attaching both depth and stencil
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, *depthTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, *depthTexture, 0);
// No color output in the bound framebuffer, only depth.
GLenum drawbuffers[] = { GL_NONE };
glDrawBuffers(1, drawbuffers);
GL_CHECK(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE);
創建陰影貼圖鏤空掩膜:
glBindFramebuffer(GL_FRAMEBUFFER, *fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 1, 0xFF); // Pass test if stencil value is 1
glStencilMask(0x00); // Don't write anything to stencil buffer
glDepthMask(GL_TRUE); // Write to depth buffer
drawObjects();
當代碼爲:
// bind to depth fbo
glBindFramebuffer(GL_FRAMEBUFFER, *fbo);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glClear(GL_STENCIL_BUFFER_BIT);
// write to stencil when objects are rendered
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glStencilMask(0xFF);
drawVisibleObjects();
與模板掩模深度渲染執行,屏幕是黑色的。這是意想不到的,因爲我不會將深度渲染到默認幀緩衝區,而是渲染到紋理。由於模板值存儲在紋理中,我必須以不同的方式使用它們嗎?
使用組合深度 - 模板紋理GL_DEPTH_STENCIL_OES時,使用模板附件的正確方法是什麼?