我在应用程序中使用延迟渲染,并且尝试创建一个包含深度和模板的纹理。
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, width, height, 0,
???, GL_FLOAT, 0);
现在 opengl 对于这个特定的纹理想要什么格式的枚举。我尝试了几个,但都出现错误
此外,访问纹理的深度和模板部分的正确 glsl 语法是什么。据我所知,深度纹理通常是统一的sampler2Dshadow。但我会吗
float depth = texture(depthstenciltex,uv).r;// <- first bit ? all 32 bit ? 24 bit ?
float stencil = texture(depthstenciltex,uv).a;
最佳答案
Now what format enum does opengl want for this particular texture.
您遇到的问题是深度+模板是一个完全奇怪的数据组合。前 24 位(深度)是定点,其余 8 位(模板)是无符号整数。这需要特殊的打包数据类型:GL_UNSIGNED_INT_24_8
Also, what is the correct glsl syntax to access the depth and stencil part of the texture. I understand that depth texture are usually uniform sampler2Dshadow.
实际上,您永远无法使用相同的采样器制服对这两件事进行采样,原因如下:
OpenGL Shading Language 4.50 Specification - 8.9 Texture Functions - p. 158
block 引用>For depth/stencil textures, the sampler type should match the component being accessed as set through the OpenGL API. When the depth/stencil texture mode is set to
GL_DEPTH_COMPONENT
, a floating-point sampler type should be used. When the depth/stencil texture mode is set toGL_STENCIL_INDEX
, an unsigned integer sampler type should be used. Doing a texture lookup with an unsupported combination will return undefined values.这意味着,如果您想在着色器中同时使用深度和模板,则必须使用纹理 View (OpenGL 4.2+) 并将这些纹理绑定(bind)到两个不同的纹理图像单元(每个 View 具有不同的状态)
GL_DEPTH_STENCIL_TEXTURE_MODE
)。这两件事加在一起意味着您至少需要 OpenGL 4.4 实现。对深度和模板进行采样的片段着色器:
#version 440 // Sampling the stencil index of a depth+stencil texture became core in OpenGL 4.4 layout (binding=0) uniform sampler2D depth_tex; layout (binding=1) uniform usampler2D stencil_tex; in vec2 uv; void main (void) { float depth = texture (depth_tex, uv); uint stencil = texture (stencil_tex, uv); }
创建模板 View 纹理:
// Alternate view of the image data in `depth_stencil_texture` GLuint stencil_view; glGenTextures (&stencil_view, 1); glTextureView (stencil_view, GL_TEXTURE_2D, depth_stencil_tex, GL_DEPTH24_STENCIL8, 0, 1, 0, 1); // ^^^ This requires `depth_stencil_tex` be allocated using `glTexStorage2D (...)` // to satisfy `GL_TEXTURE_IMMUTABLE_FORMAT` == `GL_TRUE`
此着色器的 OpenGL 状态设置:
// Texture Image Unit 0 will treat it as a depth texture glActiveTexture (GL_TEXTURE0); glBindTexture (GL_TEXTURE_2D, depth_stencil_tex); glTexParameteri (GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT); // Texture Image Unit 1 will treat the stencil view of depth_stencil_tex accordingly glActiveTexture (GL_TEXTURE1); glBindTexture (GL_TEXTURE_2D, stencil_view); glTexParameteri (GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
关于opengl创建一个用于读取的深度模板纹理,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/27535727/