GitHub主页:https://github.com/sdpyy1
OpenGL学习仓库:https://github.com/sdpyy1/CppLearn/tree/main/OpenGLtree/main/OpenGL):https://github.com/sdpyy1/CppLearn/tree/main/OpenGL
模型加载
模型通常都由3D艺术家在Blender、3DS Max或者Maya这样的工具中精心制作。这些所谓的3D建模工具(3D Modeling Tool)可以让艺术家创建复杂的形状,并使用一种叫做UV映射(uv-mapping)的手段来应用贴图。这样子艺术家们即使不了解图形技术细节的情况下,也能拥有一套强大的工具来构建高品质的模型了。所有的技术细节都隐藏在了导出的模型文件中。但是,作为图形开发者,我们就必须要了解这些技术细节了。
- 像是Wavefront.obj这样的模型格式,只包含了模型数据以及材质信息,像是模型颜色和漫反射/镜面光贴图。
- 而以XML为基础的Collada文件格式则非常的丰富,包含模型、光照、多种材质、动画数据、摄像机、完整的场景信息等等。
Assimp
一个非常流行的模型导入库是Assimp,它是Open Asset Import Library(开放的资产导入库)的缩写。
当使用Assimp导入一个模型的时候,它通常会将整个模型加载进一个场景(Scene)对象,它会包含导入的模型/场景中的所有数据。Assimp会将场景载入为一系列的节点(Node),每个节点包含了场景对象中所储存数据的索引,每个节点都可以有任意数量的子节点。Assimp数据结构的(简化)模型如下
网格
通过使用Assimp,我们可以加载不同的模型到程序中,但是载入后它们都被储存为Assimp的数据结构。我们最终仍要将这些数据转换为OpenGL能够理解的格式,这样才能渲染这个物体。我们从上一节中学到,网格(Mesh)代表的是单个的可绘制实体,我们现在先来定义一个我们自己的网格类。这里就直接用它的代码就行。
//
// Created by Administrator on 2025/4/7.
//
#ifndef OPENGL_MESH_H
#define OPENGL_MESH_H
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/vec3.hpp>
#include <glm/vec2.hpp>
#include <string>
#include "Shader.h"
using namespace std;
#define MAX_BONE_INFLUENCE 4
struct Vertex {
// position
glm::vec3 Position;
// normal
glm::vec3 Normal;
// texCoords
glm::vec2 TexCoords;
// tangent
glm::vec3 Tangent;
// bitangent
glm::vec3 Bitangent;
//bone indexes which will influence this vertex
int m_BoneIDs[MAX_BONE_INFLUENCE];
//weights from each bone
float m_Weights[MAX_BONE_INFLUENCE];
};
struct Texture {
unsigned int id;
string type;
string path;
};
class Mesh {
public:
// mesh Data
vector<Vertex> vertices;
vector<unsigned int> indices;
vector<Texture> textures;
unsigned int VAO;
// constructor
Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures)
{
this->vertices = vertices;
this->indices = indices;
this->textures = textures;
// now that we have all the required data, set the vertex buffers and its attribute pointers.
setupMesh();
}
// render the mesh
void Draw(Shader &shader)
{
// bind appropriate textures
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
unsigned int normalNr = 1;
unsigned int heightNr = 1;
for(unsigned int i = 0; i < textures.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
// retrieve texture number (the N in diffuse_textureN)
string number;
string name = textures[i].type;
if(name == "texture_diffuse")
number = std::to_string(diffuseNr++);
else if(name == "texture_specular")
number = std::to_string(specularNr++); // transfer unsigned int to string
else if(name == "texture_normal")
number = std::to_string(normalNr++); // transfer unsigned int to string
else if(name == "texture_height")
number = std::to_string(heightNr++); // transfer unsigned int to string
// now set the sampler to the correct texture unit
glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
// and finally bind the texture
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
// draw mesh
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(indices.size()), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// always good practice to set everything back to defaults once configured.
glActiveTexture(GL_TEXTURE0);
}
private:
// render data
unsigned int VBO, EBO;
// initializes all the buffer objects/arrays
void setupMesh()
{
// create buffers/arrays
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
// load data into vertex buffers
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// A great thing about structs is that their memory layout is sequential for all its items.
// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
// again translates to 3/2 floats which translates to a byte array.
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
// set the vertex attribute pointers
// vertex Positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
// vertex normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
// vertex texture coords
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
// vertex tangent
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
// vertex bitangent
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
// ids
glEnableVertexAttribArray(5);
glVertexAttribIPointer(5, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, m_BoneIDs));
// weights
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, m_Weights));
glBindVertexArray(0);
}
};
#endif //OPENGL_MESH_H
模型及导入
目前只定义了一个渲染单位,下一步定义模型类
//
// Created by Administrator on 2025/4/7.
//
#ifndef OPENGL_MODEL_H
#define OPENGL_MODEL_H
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/vec3.hpp>
#include <glm/vec2.hpp>
#include <string>
#include "Shader.h"
#include "mesh.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
using namespace std;
unsigned int TextureFromFile(const char *path, const string &directory, bool gamma = false);
class Model
{
public:
// model data
vector<Texture> textures_loaded; // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
vector<Mesh> meshes;
string directory;
bool gammaCorrection;
// constructor, expects a filepath to a 3D model.
Model(string const &path, bool gamma = false) : gammaCorrection(gamma)
{
loadModel(path);
}
// draws the model, and thus all its meshes
void Draw(Shader &shader)
{
for(unsigned int i = 0; i < meshes.size(); i++)
meshes[i].Draw(shader);
}
private:
// loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
void loadModel(string const &path)
{
// read file via ASSIMP
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
// check for errors
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
{
cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
return;
}
// retrieve the directory path of the filepath
directory = path.substr(0, path.find_last_of('/'));
// process ASSIMP's root node recursively
processNode(scene->mRootNode, scene);
}
// processes a node in a recursive fashion. Processes each individual mesh located at the node and repeats this process on its children nodes (if any).
void processNode(aiNode *node, const aiScene *scene)
{
// process each mesh located at the current node
for(unsigned int i = 0; i < node->mNumMeshes; i++)
{
// the node object only contains indices to index the actual objects in the scene.
// the scene contains all the data, node is just to keep stuff organized (like relations between nodes).
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
// after we've processed all of the meshes (if any) we then recursively process each of the children nodes
for(unsigned int i = 0; i < node->mNumChildren; i++)
{
processNode(node->mChildren[i], scene);
}
}
Mesh processMesh(aiMesh *mesh, const aiScene *scene)
{
// data to fill
vector<Vertex> vertices;
vector<unsigned int> indices;
vector<Texture> textures;
// walk through each of the mesh's vertices
for(unsigned int i = 0; i < mesh->mNumVertices; i++)
{
Vertex vertex;
glm::vec3 vector; // we declare a placeholder vector since assimp uses its own vector class that doesn't directly convert to glm's vec3 class so we transfer the data to this placeholder glm::vec3 first.
// positions
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
// normals
if (mesh->HasNormals())
{
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.Normal = vector;
}
// texture coordinates
if(mesh->mTextureCoords[0]) // does the mesh contain texture coordinates?
{
glm::vec2 vec;
// a vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't
// use models where a vertex can have multiple texture coordinates so we always take the first set (0).
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
vertex.TexCoords = vec;
// tangent
vector.x = mesh->mTangents[i].x;
vector.y = mesh->mTangents[i].y;
vector.z = mesh->mTangents[i].z;
vertex.Tangent = vector;
// bitangent
vector.x = mesh->mBitangents[i].x;
vector.y = mesh->mBitangents[i].y;
vector.z = mesh->mBitangents[i].z;
vertex.Bitangent = vector;
}
else
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
vertices.push_back(vertex);
}
// now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices.
for(unsigned int i = 0; i < mesh->mNumFaces; i++)
{
aiFace face = mesh->mFaces[i];
// retrieve all indices of the face and store them in the indices vector
for(unsigned int j = 0; j < face.mNumIndices; j++)
indices.push_back(face.mIndices[j]);
}
// process materials
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
// we assume a convention for sampler names in the shaders. Each diffuse texture should be named
// as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER.
// Same applies to other texture as the following list summarizes:
// diffuse: texture_diffuseN
// specular: texture_specularN
// normal: texture_normalN
// 1. diffuse maps
vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
// 2. specular maps
vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
// 3. normal maps
std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
// 4. height maps
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
// return a mesh object created from the extracted mesh data
return Mesh(vertices, indices, textures);
}
// checks all material textures of a given type and loads the textures if they're not loaded yet.
// the required info is returned as a Texture struct.
vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type, string typeName)
{
vector<Texture> textures;
for(unsigned int i = 0; i < mat->GetTextureCount(type); i++)
{
aiString str;
mat->GetTexture(type, i, &str);
// check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
bool skip = false;
for(unsigned int j = 0; j < textures_loaded.size(); j++)
{
if(std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
{
textures.push_back(textures_loaded[j]);
skip = true; // a texture with the same filepath has already been loaded, continue to next one. (optimization)
break;
}
}
if(!skip)
{ // if texture hasn't been loaded already, load it
Texture texture;
texture.id = TextureFromFile(str.C_Str(), this->directory);
texture.type = typeName;
texture.path = str.C_Str();
textures.push_back(texture);
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecessary load duplicate textures.
}
}
return textures;
}
};
unsigned int TextureFromFile(const char *path, const string &directory, bool gamma)
{
string filename = string(path);
filename = directory + '/' + filename;
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
if (data)
{
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, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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(data);
}
else
{
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}
#endif //OPENGL_MODEL_H
把这些代码背下来也没什么用,用的时候能理解它怎么处理即可
深度测试
其实就是之前学习的ZBuffer,但有一点不同,OpenGL是在片段着色器之后执行深度测试的,这与理解不同,因为完全可以先判断需不需要渲染再执行渲染,后来看文章解释到,因为在片段着色器中可以修改深度值,如果提前判断是不合理的。
现在大部分的GPU都提供一个叫做提前深度测试(Early Depth Testing)的硬件特性。提前深度测试允许深度测试在片段着色器之前运行。只要我们清楚一个片段永远不会是可见的(它在其他物体之后),我们就能提前丢弃这个片段。当使用提前深度测试时,片段着色器的一个限制是你不能写入片段的深度值。
如果一个片段着色器对它的深度值进行了写入,提前深度测试是不可能的。OpenGL不能提前知道深度值。
这里只介绍OpenGL对深度测试比较特殊的地方。OpenGL允许我们修改深度测试中使用的比较运算符。
glDepthFunc(GL_LESS);
深度值精度
深度缓冲包含了一个介于0.0和1.0之间的深度值,它将会与观察者视角所看见的场景中所有物体的z值进行比较。在观察空间中(视图变换之后)z值可能是投影平截头体的近平面(Near)和远平面(Far)之间的任何值。我们需要一种方式来将这些观察空间的z值变换到[0, 1]范围之间,其中的一种方式就是将它们线性变换到[0, 1]范围之间。
就是求z在两面之间的比例。这种变化是线性的。
然而,在实践中是几乎永远不会使用这样的线性深度缓冲(Linear Depth Buffer)的。用下面的方程能达到更好的效果,因为离摄像机很远的地方并不需要多大的精度,而近处需要更大的精度(即z轴距离很近的点反映到深度缓存中值差距也很大,这样就更好区分谁前谁后)
可以看到,深度值很大一部分是由很小的z值所决定的,这给了近处的物体很大的深度精度。
这里可以看出深度缓存中值为0.5,在观察空间中并不是中点。
这个方程是嵌入到投影矩阵的,投影矩阵执行完后得到裁剪空间,裁剪空间进行透视除法得到NDC空间。
深度缓冲的可视化
在片段着色器中,有内建参数gl_FragCoord向量的z值,包含了该像素的深度值,可以把这个深度值输出为颜色,深度值范围为[0,1]
void main()
{
FragColor = vec4(vec3(gl_FragCoord.z), 1.0);
}
修改后发现模型全白
这是因为深度值是非线性的,在z值很大的时候精度很低,所以看上去都接近1了,因为摄像机离得比较远,只有贴这摄像机的部分才会变化很大。这样我们慢慢靠近让z值变小过程就会发现模型逐渐变成灰色
这里可以看出z值比较小的情况下,移动一点就会让z值变化很大
学到这我大概知道了为什么z插值时需要透视矫正了,因为z值变化是非线性的,而插值是一个线性的过程。
我们也可以通过一些处理来让非线性变化转为线性的。这也就意味着我们需要首先将深度值从[0, 1]范围重新变换到[-1, 1]范围的标准化设备坐标,紧接着反过来使用投影矩阵来还原
float LinearizeDepth(float depth)
{
float z = depth * 2.0 - 1.0; // 转换为 NDC
return (2.0 * near * far) / (far + near - z * (far - near));
}
void main()
{
float depth = LinearizeDepth(gl_FragCoord.z) / far;
FragColor = vec4(vec3(depth), 1.0);
}
离得越近颜色越暗,可以看出变化是线性的
深度冲突
一个很常见的视觉错误会在两个平面或者三角形非常紧密地平行排列在一起时会发生,深度缓冲没有足够的精度来决定两个形状哪个在前面。结果就是这两个形状不断地在切换前后顺序。这个现象叫做深度冲突(Z-fighting)。
根据前边学到的z值的非线性变化,当z值很大时,精度很低,z-fighting现象会更明显
防止z-fighting的方法:
- 永远不要把多个物体摆得太靠近,以至于它们的一些三角形会重叠
- 尽可能将近平面设置远一些
- 使用更高精度的深度缓冲
模板测试
模板测试在片段着色器之后,深度测试之前。他的效果大概就是对每个像素进行了一次if操作
通过在渲染时修改模板缓冲的内容,我们写入了模板缓冲。。在同一个(或者接下来的)帧中,我们可以读取这些值,来决定丢弃还是保留某个片段。使用模板缓冲的时候你可以尽情发挥
启动模板测试
glEnable(GL_STENCIL_TEST);
注意在循环中也需要clear模板缓冲,类似深度缓冲
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
可以用glStencilMask
来控制缓冲的写入方式,他的执行方法就是glStencilMask
的属于与要写入的数据进行AND操作,来得到最终的写入数据
glStencilMask(0xFF); // 每一位写入模板缓冲时都保持原样
glStencilMask(0x00); // 每一位在写入模板缓冲时都会变成0(禁用写入)
和深度测试一样,我们对模板缓冲应该通过还是失败,以及它应该如何影响模板缓冲,也是有一定控制的。一共有两个函数能够用来配置模板测试:glStencilFunc
和glStencilOp
。
glStencilFunc(GLenum func, GLint ref, GLuint mask)
一共包含三个参数:
- func:设置模板测试函数(Stencil Test Function),GL_NEVER、GL_LESS、GL_LEQUAL、GL_GREATER、GL_GEQUAL、GL_EQUAL、GL_NOTEQUAL和GL_ALWAYS。它们的语义和深度缓冲的函数类似。
- ref:设置了模板测试的参考值(Reference Value)。模板缓冲的内容将会与这个值进行比较。
- mask:设置一个掩码,它将会与参考值和储存的模板值在测试比较它们之前进行与(AND)运算。初始情况下所有位都为1。
具体的测试方法就是:(ref & mask) xxxxx (stencil_value & mask)
其中xxxx就是在第一个参数设置的测试函数
glStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass)
一共包含三个选项,我们能够设定每个选项应该采取的行为:主要是针对模板缓冲是该如何修改
- sfail:模板测试失败时采取的行为。
- dpfail:模板测试通过,但深度测试失败时采取的行为。
- dppass:模板测试和深度测试都通过时采取的行为。
所以,我们可以通过glStencilFunc
设置如何比较,用glStencilOp
设置缓存数据如何修改
物体轮廓
- 启用模板写入。
- 在绘制(需要添加轮廓的)物体之前,将模板函数设置为GL_ALWAYS,每当物体的片段被渲染时,将模板缓冲更新为1。
- 渲染物体。
- 禁用模板写入以及深度测试。
- 将每个物体缩放一点点(其实是扩大一点点,这样外边框的模板缓存中是0,内部都是1)。
- 使用一个不同的片段着色器,输出一个单独的(边框)颜色。
- 再次绘制物体,但只在它们片段的模板值不等于1时才绘制。
- 再次启用模板写入和深度测试。
// 写出来的循环是这样的
while (!glfwWindowShouldClose(window))
{
auto currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processInput(window);
// 清理窗口
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
// 启动模板测试
glEnable(GL_STENCIL_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// 绘制物体
glStencilFunc(GL_ALWAYS, 1, 0xFF); // 缓存会与1进行比较,但比较运算这里设置的永远通过
glStencilMask(0xFF); // 启用模板缓冲写入
bagShader.use();
drawModel(bagShader, model,{0.f,0.f,0.f},{1.0f,1.0f,1.0f});
// 绘制新的
glStencilFunc(GL_NOTEQUAL, 1, 0xFF); // 缓存与1比较,与1不相同才能通过
glStencilMask(0x00); // 禁止模板缓冲的写入
glDisable(GL_DEPTH_TEST);
layoutShader.use();
drawModel(layoutShader,model,{0.f,0.f,0.f},{1.1f,1.1f,1.1f});
glEnable(GL_DEPTH_TEST);
glStencilMask(0xFF); // 这一行代码有坑,如果你不写,下次循环的clear就没法清空缓存,出现BUG
// 事件处理
glfwPollEvents();
// 双缓冲
glfwSwapBuffers(window);
}
要想实现穿过其他物体来显示边框,需要注意渲染其他物体时,要关闭模板测试,渲染完再打开,否则会污染模板缓存
while (!glfwWindowShouldClose(window))
{
auto currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processInput(window);
// 清理窗口
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
// 启动模板测试
glEnable(GL_STENCIL_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// 绘制物体
glStencilFunc(GL_ALWAYS, 1, 0xFF); // 缓存会与1进行比较,但比较运算这里设置的永远通过
glStencilMask(0xFF); // 启用模板缓冲写入
bagShader.use();
drawModel(bagShader, model,{1.f,0.f,-3.f},{1.0f,1.0f,1.0f});
glDisable(GL_STENCIL_TEST);
drawModel(bagShader, model,{0.f,0.f,0.f},{1.0f,1.0f,1.0f});
glEnable(GL_STENCIL_TEST);
// 绘制新的
glStencilFunc(GL_NOTEQUAL, 1, 0xFF); // 缓存与1比较,与1不相同才能通过
glStencilMask(0x00); // 禁止模板缓冲的写入
glDisable(GL_DEPTH_TEST);
layoutShader.use();
drawModel(layoutShader, model,{1.f,0.f,-3.f},{1.1f,1.1f,1.1f});
glEnable(GL_DEPTH_TEST);
glStencilMask(0xFF);
// 事件处理
glfwPollEvents();
// 双缓冲
glfwSwapBuffers(window);
}
我觉得他这里对模板测试的作用描述不是很清晰,我理解是第一次渲染时对每个像素设置模板缓冲,第二次渲染时利用第一次渲染的模板缓冲来实现各种效果。