首先,我想提及的是,我在这里找到了我认为完全相同的问题,很遗憾没有答案:
Java Using OpenGL Stencil to create Outline

我将在下面发布我的代码,但首先是问题所在:从这次捕获**中,您可以看到整个框架结构正在显示,而不是围绕球体的单行显示。我想摆脱里面所有这些行!

**显然我无法添加图片:请参见此链接-想象一个球体,其四边形的所有边缘都以3像素大的大线条可见。
http://srbwks36224-03.engin.umich.edu/kdi/images/gs_sphere_with_frame.jpg


这是给出该结果的代码:

// First render the sphere:
// inside "show" is all the code to display a textured sphere
// looking like earth
sphe->show();

// Now get ready for stencil buffer drawing pass:
// 1. Clear and initialize it
// 2. Activate stencil buffer
// 3. On the first rendering pass, we want to "SUCCEED ALWAYS"
//    and write a "1" into the stencil buffer accordingly
// 4. We don't need to actually render the object, hence disabling RGB mask
glClearStencil(0);   //Edit: swapped this line and below
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_NEVER, 0x1, 0x1);          //Edit: GL_ALWAYS
glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);  //Edit: GL_KEEP, GL_KEEP, GL_REPLACE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);   // As per Andon's comment
sphe->show();

// At this point, I expect to have "1" on the entire
// area covered by the sphere, so...
// 1. Stencil test should fail for anything, but 0 value
// RM: commented is another option that should work too I believe
// 2. The stencil op instruction at the point is somewhat irrelevant
//    (if my understanding is correct), because we won't do anything
//    else with the stencil buffer after that.
// 3. Re-enable RGB mask, because we want to draw this time
// 4. Switch to LINE drawing instead of FILL and
// 5. set a bigger line width, so it will exceed the model boundaries.
//    We do want this, otherwise the line would not show
// 6. Don't mind the "uniform" setting instruction, this is so
//    that my shader knows it should draw in plain color
// 7. Draw the sphere's frame
// 8. The principle, as I understand it is that all the lines should
//    find themselves matched to a "1" in the stencil buffer and therefore
//    be ignored for rendering. Only lines on the edges of the model should
//    have half their width not failing the stencil test.
glStencilFunc(GL_EQUAL, 0x0, 0x1);
//glStencilFunc(GL_NOTEQUAL, 0x1, 0x1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glLineWidth(3);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
psa::shader::setUniform("outlining", 1);
sphe->show();
psa::shader::setUniform("outlining", 0);


现在只是为了证明一点,我厌倦了使用模版缓冲区做一些不同的事情-我只是想确保代码中的所有内容都正确无误,以便正常工作。

**再次遗憾的是,我无法显示得到的结果的屏幕截图:场景是这样的
http://mathworld.wolfram.com/images/eps-gif/SphereSphereInterGraphic_700.gif
但是较小的球体是不可见的(禁用了RGB蒙版),并且可以通过孔看到世界背景(而不是较大球体的内部-禁用了面剔除)。


这就是代码。有趣的是,我可以更改许多事情,例如激活/停用STENCIL_TEST,到处更改对GL_KEEP的操作,甚至将第二个stencilFunc更改为“ NOT EQUAL 0”……结果总是一样的!我想我在这里缺少一些基本知识。

void testStencil()
{
    // 1. Write a 1 in the Stencil buffer for
    // every pixels of the first sphere:
    // All colors disabled, we don't need to see that sphere
    glEnable(GL_STENCIL_TEST);
    glStencilFunc(GL_ALWAYS, 0x1, 0x1);
    glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
    glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
    glDepthMask(GL_FALSE);   // Edit: added this
    {
        sphe->W = mat4::trans(psa::vec4(1.0, 1.0, 1.0)) * mat4::scale(0.9);
        sphe->show();
    }

    // 2. Draw the second sphere with the following rule:
    // fail the stencil test for every pixels with a 1.
    // This means that  any pixel from first sphere will
    // not be draw as part of the second sphere.
    glStencilFunc(GL_EQUAL, 0x0, 0x1);
    glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
    glDepthMask(GL_TRUE);    // Edit: added this
    {
        sphe->W = mat4::trans(psa::vec4(1.2, 1.2, 1.2)) * mat4::scale(1.1);
        sphe->show();
    }
}


瞧!如果有人能指出正确的方向,我将不胜感激。我还将确保将您的答案参考我发现的另一篇文章。

最佳答案

此问题中发布的OpenGL代码有效。问题的原因在于窗口初始化/创建:


下面分别是有效的代码的SDL1.2和SDL2版本。请注意,在两种情况下,SetAttribute语句都放置在窗口创建之前。主要的问题是,放错位置的语句不一定会在运行时失败,但也不起作用。

SDL1.2:

if(SDL_Init(SDL_INIT_EVERYTHING) < 0)
{
    throw "Video initialization failed";
}

SDL_GL_SetAttribute(SDL_GL_RED_SIZE,     5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,   5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,    5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,  24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,16);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);

const SDL_VideoInfo * i;
if((i = SDL_GetVideoInfo()) == NULL)
{
    throw "Video query failed";
}

int flag = (fs ? SDL_OPENGL | SDL_FULLSCREEN : SDL_OPENGL);
if(SDL_SetVideoMode(w, h, i->vfmt->BitsPerPixel, flag) == 0)
{
    throw "Video mode set failed";
}

glewExperimental = GL_TRUE;
if(glewInit() != GLEW_OK)
{
    throw "Could not initialize GLEW";
}

if(!glewIsSupported("GL_VERSION_3_3"))
{
    throw "OpenGL 3.3 not supported";
}


SDL2(本质上是相同的代码,只是窗口创建函数会更改):

if(SDL_Init(SDL_INIT_EVERYTHING) < 0)
{
    throw "Video initialization failed";
}

SDL_GL_SetAttribute(SDL_GL_RED_SIZE,     5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,   5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,    5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,  24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,16);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);

int flag = SDL_WINDOW_OPENGL;
if((win = SDL_CreateWindow("engine", 100, 100, w, h, flag)) == NULL)
{
    throw "Create SDL Window failed";
}

context = SDL_GL_CreateContext(win);

glewExperimental = GL_TRUE;
if(glewInit() != GLEW_OK)
{
    throw "Could not initialize GLEW";
}

if(!glewIsSupported("GL_VERSION_3_3"))
{
    throw "OpenGL 3.3 not supported";
}


几点值得一提:
1.即使我了解不建议这样做,SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,1)也可以工作
2.在SDL2中,对我来说SDL_GL_SetAttribute SDL_GL_MULTISAMPLESAMPLES上升到16,但是在glewInit()失败后,但是,在窗口创建后移动多重采样设置,突然glewInit停止抱怨:我的猜测是,它只是被忽略了。
3.在SDL1.2中,多重采样“似乎”的任何值都可以工作
4.考虑到模板缓冲功能,下面的代码也只能工作,但是我将其发布基本上是在提出一个问题:实际上有多少个Attribute设置有效?以及如何知道,因为代码可以编译并运行而没有明显的问题?

// PROBABLY WRONG:
// ----
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);

const SDL_VideoInfo * i;
if((i = SDL_GetVideoInfo()) == NULL)
{
        throw "Video query failed";
}

int flag = (fs ? SDL_OPENGL | SDL_FULLSCREEN : SDL_OPENGL);
if(SDL_SetVideoMode(w, h, i->vfmt->BitsPerPixel, flag) == 0)
{
    throw "Video mode set failed";
}

// No idea if the below is actually applied!
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,     5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,   5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,    5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,  24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 16);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);

08-04 03:41