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c++ - OpenGL:Radeon 驱动程序似乎与深度测试混淆

转载 作者:塔克拉玛干 更新时间:2023-11-03 01:44:53 25 4
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我在深度测试方面遇到了一个非常奇怪的问题。我在 Windows 上的 OpenGL 3.3 核心配置文件上下文中渲染一个简单的网格,启用深度测试并将 glDepthFunc 设置为 GL_LESS。在我的机器上(配备 nVidia Geforce GTX 660M 的笔记本电脑),一切都按预期工作,深度测试正常,这就是它的样子:

enter image description here

现在,如果我在另一台 PC 上运行该程序,一台配备 Radeon R9 280 的塔式电脑,它看起来更像这样:

enter image description here

奇怪的是,真正奇怪的是,当我在绘制前的每一帧调用 glEnable(GL_DEPTH_TEST) 时,结果在两台机器上都是正确的。当我这样做时它正在工作,我认为在两台机器上都正确创建了深度缓冲区,当我在初始化时只启用一次深度测试时,它似乎在渲染之前以某种方式被禁用。这是可能以某种方式成为问题的一部分的最少代码:

在创建上下文并使其成为当前上下文之后,在初始化时调用的代码:

glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);

在缓冲区交换之前调用每一帧的代码:

glClearColor(0.4f, 0.6f, 0.8f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// mShaderProgram->getID() simply returns the handle of a simple shader program
glUseProgram(mShaderProgram->getID());

glm::vec3 myColor = glm::vec3(0.7f, 0.5f, 0.4f);
GLuint colorLocation = glGetUniformLocation(mShaderProgram->getID(), "uColor");
glUniform3fv(colorLocation, 1, glm::value_ptr(myColor));

glm::mat4 modelMatrix = glm::mat4(1.0f);
glm::mat4 viewMatrix = glm::lookAt(glm::vec3(0.0f, 3.0f, 5.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 projectionMatrix = glm::perspectiveFov(60.0f, (float)mWindow->getProperties().width, (float)mWindow->getProperties().height, 1.0f, 100.0f);
glm::mat4 inverseTransposeMVMatrix = glm::inverseTranspose(viewMatrix*modelMatrix);

GLuint mMatrixLocation = glGetUniformLocation(mShaderProgram->getID(), "uModelMatrix");
GLuint vMatrixLocation = glGetUniformLocation(mShaderProgram->getID(), "uViewMatrix");
GLuint pMatrixLocation = glGetUniformLocation(mShaderProgram->getID(), "uProjectionMatrix");
GLuint itmvMatrixLocation = glGetUniformLocation(mShaderProgram->getID(), "uInverseTransposeMVMatrix");

glUniformMatrix4fv(mMatrixLocation, 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(vMatrixLocation, 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniformMatrix4fv(pMatrixLocation, 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glUniformMatrix4fv(itmvMatrixLocation, 1, GL_FALSE, glm::value_ptr(inverseTransposeMVMatrix));

// Similiar to the shader program, mMesh.gl_vaoID is simply the handle of a vertex array object
glBindVertexArray(mMesh.gl_vaoID);

glDrawArrays(GL_TRIANGLES, 0, mMesh.faces.size()*3);

使用上面的代码,我会在 Radeon 上得到错误的输出。注意:我使用 GLFW3 来创建上下文,使用 GLEW 来创建函数指针(显然还有 GLM 来进行数学计算)。顶点数组对象包含三个属性数组缓冲区,用于位置、uv 坐标和法线。每一个都应该正确配置并发送到着色器,因为在每一帧启用深度测试时一切都工作正常。

我还应该提到,Radeon 机器运行的是 Windows 8,而 nVidia 机器运行的是 Windows 7。

编辑:根据要求,这是用于加载网格和创建属性数据的代码。我没有创建任何元素缓冲区对象,因为我没有使用元素绘制调用。

std::vector<glm::vec3> positionData;
std::vector<glm::vec2> uvData;
std::vector<glm::vec3> normalData;
std::vector<meshFaceIndex> faces;

std::ifstream fileStream(path);
if (!fileStream.is_open()){
std::cerr << "ERROR: Could not open file '" << path << "!\n";
return;
}
std::string lineBuffer;
while (std::getline(fileStream, lineBuffer)){
std::stringstream lineStream(lineBuffer);
std::string typeString;
lineStream >> typeString; // Get line token
if (typeString == TOKEN_VPOS){ // Position
glm::vec3 pos;
lineStream >> pos.x >> pos.y >> pos.z;
positionData.push_back(pos);
}
else{
if (typeString == TOKEN_VUV){ // UV coord
glm::vec2 UV;
lineStream >> UV.x >> UV.y;
uvData.push_back(UV);
}
else{
if (typeString == TOKEN_VNORMAL){ // Normal
glm::vec3 normal;
lineStream >> normal.x >> normal.y >> normal.z;
normalData.push_back(normal);
}
else{
if (typeString == TOKEN_FACE){ // Face
meshFaceIndex faceIndex;
char interrupt;
for (int i = 0; i < 3; ++i){
lineStream >> faceIndex.positionIndex[i] >> interrupt
>> faceIndex.uvIndex[i] >> interrupt
>> faceIndex.normalIndex[i];
}
faces.push_back(faceIndex);
}
}
}
}
}
fileStream.close();

std::vector<glm::vec3> packedPositions;
std::vector<glm::vec2> packedUVs;
std::vector<glm::vec3> packedNormals;

for (auto f : faces){
Face face; // Derp derp;
for (auto i = 0; i < 3; ++i){
if (!positionData.empty()){
face.vertices[i].position = positionData[f.positionIndex[i] - 1];
packedPositions.push_back(face.vertices[i].position);
}
else
face.vertices[i].position = glm::vec3(0.0f);
if (!uvData.empty()){
face.vertices[i].uv = uvData[f.uvIndex[i] - 1];
packedUVs.push_back(face.vertices[i].uv);
}
else
face.vertices[i].uv = glm::vec2(0.0f);
if (!normalData.empty()){
face.vertices[i].normal = normalData[f.normalIndex[i] - 1];
packedNormals.push_back(face.vertices[i].normal);
}
else
face.vertices[i].normal = glm::vec3(0.0f);
}
myMesh.faces.push_back(face);
}

glGenVertexArrays(1, &(myMesh.gl_vaoID));
glBindVertexArray(myMesh.gl_vaoID);

GLuint positionBuffer; // positions
glGenBuffers(1, &positionBuffer);
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3)*packedPositions.size(), &packedPositions[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);

GLuint uvBuffer; // uvs
glGenBuffers(1, &uvBuffer);
glBindBuffer(GL_ARRAY_BUFFER, uvBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec2)*packedUVs.size(), &packedUVs[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);

GLuint normalBuffer; // normals
glGenBuffers(1, &normalBuffer);
glBindBuffer(GL_ARRAY_BUFFER, normalBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3)*packedNormals.size(), &packedNormals[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);


glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);

.obj 加载例程主要改编自此例程: http://www.limegarden.net/2010/03/02/wavefront-obj-mesh-loader/

最佳答案

在我看来,这不像是深度测试问题,而更像是顶点/索引数组数据中的未对齐问题。请向我们展示您加载顶点缓冲区对象和元素缓冲区对象的代码。

关于c++ - OpenGL:Radeon 驱动程序似乎与深度测试混淆,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/24990637/

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