每次绘制场景之前,需要先清除深度缓冲区,即glClear(GL_DEPTH_BUFFER_BIT),然后以任意次序绘制场景中的物体。 数学基础: 待渲染的照相机空间中的深度经常定义为近距 near 到远距 far 之间的 z 值,Z坐标和X、Y坐标一样。在变换、裁减和透视除法后,Z的范围为-1.0~1.0。DepthRange映射指定Z坐标的变换,这与用于将...
每次绘制场景之前,需要先清除深度缓冲区,即glClear(GL_DEPTH_BUFFER_BIT),然后以任意次序绘制场景中的物体。 数学基础: 待渲染的照相机空间中的深度经常定义为近距 near 到远距 far 之间的 z 值,Z坐标和X、Y坐标一样。在变换、裁减和透视除法后,Z的范围为-1.0~1.0。DepthRange映射指定Z坐标的变换,这与用于将...
每次绘制场景之前,需要先清除深度缓冲区,即glClear(GL_DEPTH_BUFFER_BIT),然后以任意次序绘制场景中的物体。 数学基础: 待渲染的照相机空间中的深度经常定义为近距 near 到远距 far 之间的 z 值,Z坐标和X、Y坐标一样。在变换、裁减和透视除法后,Z的范围为-1.0~1.0。DepthRange映射指定Z坐标的变换,这与用于将...
floatz = depth * 2.0 - 1.0;// Back to NDC return(2.0 * near * far) / (far + near - z * (far - near)); } voidmain() { floatdepth = LinearizeDepth(gl_FragCoord.z) / far;// divide by far to get depth in range [0,1] for visualization purposes. ...
Since the non-linear function is proportional to 1/z, z-values between 1.0 and 2.0 would result in depth values between 1.0 and 0.5 which is half of the [0,1] range, giving us enormous precision at small z-values. Z-values between 50.0 and 100.0 would account for only 2% of the [...
(在恢复正常绘图之前调用glEndTransformFeedback()。) 使用glTransformFeedbackVaryings函数来指定哪些着色器输出应该被变换反馈捕获,并使用glBindBufferBase或glBindBufferRange函数和GL_TRANSFORM_FEEDBACK_BUFFER缓冲区类型来指定它们将被捕获到的缓冲区。 通过调用glEnable(GL_RASTERIZER_DISCARD)禁用栅格化(以及管道的后续...
3.2.1.point_shadows_depth.fs 代码语言:javascript 代码运行次数:0 运行 AI代码解释 #version330coreinvec4 FragPos;uniform vec3 lightPos;uniform float far_plane;voidmain(){float lightDistance=length(FragPos.xyz-lightPos);// map to [0;1] range by dividing by far_planelightDistance=lightDistance...
Now render floating point colorbuffer to 2D quad and tonemap HDR colors to default framebuffer's (clamped) color range glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); hdrShader.use(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, colorBuffer); hdrShader.setInt("hdr", ...
帧缓冲包括OpenGL使用的颜色缓冲区(color buffer),深度缓冲区(depth buffer),模板缓冲区(stencil buffer),它被储存在内中中。我们前面一直在使用的默认缓冲区由窗口系统GLFW为我们创建称为窗口系统提供的缓冲区,除此之外,OpenGL还允许我们手动创建自己的缓冲区,并将渲染结果重定向到这个缓冲区,称之为应用程序缓冲区。
The depth buffer is a region of memory that, like the stencil buffer, is part of the framebuffer with enough space for a single value for each pixel; it contains the depth (which is related to distance from the viewer) of each pixel(深度缓冲器存储着每个像素对应的深度信息) Normally, the...