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アンチエイリアスMSAA 8xを使用すると、私のQt/OpenGLアプリケーションに不具合があります。これはグリッチ付きのスクリーンショットです:白い線の黒いピクセル。これは、テクスチャの悪いストレッチに見えますが、私はそれを修正する方法をOpenGLグリッチ;アンチエイリアス後の白い線の黒いピクセルMSAA 8x
を知らないこれはスクリーンショットです:
これはコードです:
BackgroundImage.h:
class BackgroundImage
{
public:
explicit BackgroundImage(QOpenGLFunctions * GL);
virtual ~BackgroundImage();
void save(int w, int h);
void restoreToScreen();
private:
// background consts
static const int BACKGROUND_SCREEN_WIDTH_MAX = 8 * 1024;
static const int BACKGROUND_SCREEN_HEIGHT_MAX = 8 * 1024;
static const int BACKGROUND_BUFFER_SIZE_MAX = sizeof(U16) * BACKGROUND_SCREEN_WIDTH_MAX * BACKGROUND_SCREEN_HEIGHT_MAX;
// OpenGL Functions
QOpenGLFunctions * m_gl;
// rgb members
int m_width;
int m_height;
U32 m_colorTextureId;
U16 m_depthBuffer[BACKGROUND_BUFFER_SIZE_MAX/sizeof(U16)];
};
BackgroundImage.cpp:
#include "BackgroundImage.h"
#include "render.h" // glRasterPos
#include "QDebug"
BackgroundImage::BackgroundImage(QOpenGLFunctions * gl):
m_gl(gl),
m_width(0),
m_height(0),
m_colorTextureId(0),
m_multiSampledFBO(nullptr),
m_downSampledFBO(nullptr)
{}
BackgroundImage::~BackgroundImage()
{
m_gl->glDeleteTextures(1, &m_colorTextureId);
if (m_multiSampledFBO)
{
delete m_multiSampledFBO;
}
if (m_downSampledFBO)
{
delete m_downSampledFBO;
}
}
void BackgroundImage::beginSave(int w, int h)
{
if (w!=m_width || h!=m_height)
{
regenerateFBOs(w, h);
m_width = w;
m_height = h;
}
m_multiSampledFBO->bind();
m_gl->glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
}
void BackgroundImage::endSave()
{
QOpenGLFramebufferObject::blitFramebuffer(m_downSampledFBO, m_multiSampledFBO, GL_COLOR_BUFFER_BIT, GL_LINEAR);
QOpenGLFramebufferObject::blitFramebuffer(m_downSampledFBO, m_multiSampledFBO, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
m_downSampledFBO->bind();
m_gl->glPixelStorei(GL_PACK_ALIGNMENT, 1);
// Fill background Image + Generate a texture
m_colorTextureId = m_downSampledFBO->texture();
m_gl->glPixelStorei(GL_PACK_ALIGNMENT, 2);
// Read Depth Buffer
m_gl->glDepthMask(GL_TRUE); // used for enable the zbuffer writing (cf . https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glDepthMask.xml)
//glRasterPos4f(0, 0, 0, 1);
m_gl->glReadPixels(0,0, m_width, m_height, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, (void*)m_depthBuffer);
m_multiSampledFBO->bindDefault();
}
void BackgroundImage::restoreToScreen()
{
m_gl->glEnable(GL_DEPTH_TEST);
m_gl->glDepthFunc(GL_LESS);
m_gl->glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
m_gl->glDepthFunc(GL_ALWAYS);
// render background
m_gl->glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
Render::RenderImage(m_colorTextureId, 0,0, m_width, m_height);
m_gl->glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
m_gl->glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// Restore Depth Buffer
m_gl->glDepthMask(GL_TRUE); // used for enable the zbuffer writing (cf . https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glDepthMask.xml)
m_gl->glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
m_gl->glDepthFunc(GL_ALWAYS);
m_gl->glPixelStorei(GL_PACK_ALIGNMENT, 2);
glDrawPixels(m_width, m_height, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, (GLvoid*) m_depthBuffer);
m_gl->glDepthFunc(GL_LESS);
m_gl->glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
void BackgroundImage::regenerateFBOs(int w, int h)
{
if (m_multiSampledFBO)
{
delete m_multiSampledFBO;
}
if (m_downSampledFBO)
{
delete m_downSampledFBO;
}
//MultiSampling set to 4 now
QOpenGLFramebufferObjectFormat muliSampleFormat;
muliSampleFormat.setAttachment(QOpenGLFramebufferObject::Depth);
muliSampleFormat.setMipmap(true);
muliSampleFormat.setSamples(8);
muliSampleFormat.setTextureTarget(GL_TEXTURE_2D);
muliSampleFormat.setInternalTextureFormat(GL_BGRA_EXT);
m_multiSampledFBO = new QOpenGLFramebufferObject(w,h, muliSampleFormat);
QOpenGLFramebufferObjectFormat downSampledFormat;
downSampledFormat.setAttachment(QOpenGLFramebufferObject::Depth);
downSampledFormat.setMipmap(true);
downSampledFormat.setTextureTarget(GL_TEXTURE_2D);
downSampledFormat.setInternalTextureFormat(GL_BGRA_EXT);
m_downSampledFBO = new QOpenGLFramebufferObject(w, h, downSampledFormat);
}
Render.cpp:
void Render::RenderImage(U32 tex, int x, int y, int w, int h, float anchorX, float anchorY)
{
glClear(GL_DEPTH_BUFFER_BIT);
GLboolean depth = glIsEnabled(GL_DEPTH_TEST);
if (depth)
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, s_width, s_height, 0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glColor3ub(255, 255, 255);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
x -= (int)(anchorX * w);
y -= (int)(anchorY * h);
gVertices[0] = VECTOR3F(x, y, 0);
gVertices[1] = VECTOR3F(x + w - 1, y, 0);
gVertices[2] = VECTOR3F(x + w - 1, y + h - 1, 0);
gVertices[3] = VECTOR3F(x, y + h - 1, 0);
gTexCoords[0] = VECTOR2F(0, 1);
gTexCoords[1] = VECTOR2F(1, 1);
gTexCoords[2] = VECTOR2F(1, 0);
gTexCoords[3] = VECTOR2F(0, 0);
gIndexes[0] = 2;
gIndexes[1] = 1;
gIndexes[2] = 0;
gIndexes[3] = 0;
gIndexes[4] = 3;
gIndexes[5] = 2;
glVertexPointer(3, GL_FLOAT, 0, gVertices);
glTexCoordPointer(2, GL_FLOAT, 0, gTexCoords);
glDrawElements(GL_TRIANGLES, 3 * 2, GL_UNSIGNED_SHORT, gIndexes);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
if (depth)
glEnable(GL_DEPTH_TEST);
}
MSAAは、テクスチャ付きクワッドで作業するときは役に立ちません。テクスチャ内のエッジではなく、ポリゴンのエッジのみを処理/平滑化します。 – BDL
さて、それは一時コードです。 blitを使って画面のFBOにレンダリングするには、FBO/RBOを使用する方がよい –