Modern OpenGL用Shader拾取VBO内单一图元的思路和实现(3)

Modern OpenGL用Shader拾取VBO内单一图元的思路和实现(3)

上一篇为止,拾取一个VBO里的单个图元的问题已经彻底解决了。那么来看下一个问题:一个场景里可能会有多个VBO,此时每个VBO的gl_VertexID都是从0开始的,那么如何区分不同VBO里的图元呢?

指定起始编号

Modern OpenGL用Shader拾取VBO内单一图元的思路和实现(3)

其实办法很简单。举个例子,士兵站成一排进行报数,那么每个士兵所报的数值都不同;这时又来了一排士兵,需要两排都进行报数,且每个士兵所报的数值都不同,怎么办?让第二排士兵从第一排所报的最后一个数值后面接着报就行了。

所以,在用gl_VertexID计算给顶点颜色时,需要加上当前已经计算过的顶点总数,记作pickingBaseID,也就是当前VBO的Shader计算顶点颜色时的基础地址。这样一来,各个VBO的顶点对应的颜色也就全不相同了。

更新Shader

Modern OpenGL用Shader拾取VBO内单一图元的思路和实现(3)

根据这个思路,只需给Vertex Shader增加一个uniform变量。

 #version  core

 in vec3 in_Position;
in vec3 in_Color;
flat out vec4 pass_Color; // glShadeMode(GL_FLAT); in legacy opengl.
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
uniform int pickingBaseID; // how many vertices have been coded so far? void main(void) {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0); int objectID = pickingBaseID + gl_VertexID;
pass_Color = vec4(
float(objectID & 0xFF) / 255.0,
float((objectID >> ) & 0xFF) / 255.0,
float((objectID >> ) & 0xFF) / 255.0,
float((objectID >> ) & 0xFF) / 255.0);
}

Fragment Shader则保持不变。

阶段状态信息

Modern OpenGL用Shader拾取VBO内单一图元的思路和实现(3)

为了保存渲染各个VBO的中间过程里的pickingBaseID,我们先给出如下一个存储阶段性计算状态的类型。

     /// <summary>
/// This type's instance is used in <see cref="MyScene.Draw(RenderMode.HitTest)"/>
/// by <see cref="IColorCodedPicking"/> so that sceneElements can get their updated PickingBaseID.
/// </summary>
public class SharedStageInfo
{
/// <summary>
/// Gets or sets how many vertices have been rendered during hit test.
/// </summary>
public virtual int RenderedVertexCount { get; set; } /// <summary>
/// Reset this instance's fields' values to initial state so that it can be used again during rendering.
/// </summary>
public virtual void Reset()
{
RenderedVertexCount = ;
} public override string ToString()
{
return string.Format("rendered {0} vertexes during hit test(picking).", RenderedVertexCount);
//return base.ToString();
}
}

稍后,我们将在每次渲染完一个VBO时就更新此类型的实例的状态,并在每次渲染下一个VBO前为其指定PickingBaseID。

可拾取的场景元素

Modern OpenGL用Shader拾取VBO内单一图元的思路和实现(3)

为了实现拾取功能,我们首先做的就是用这几篇文章介绍的方法渲染场景。当然,渲染出来的效果并不展示到屏幕上,只在OpenGL内部缓存中存在。其实想展示出来也很容易,在SharpGL中只需用如下几行代码:

     //    Blit our offscreen bitmap.
IntPtr handleDeviceContext = e.Graphics.GetHdc();
OpenGL.Blit(handleDeviceContext);
e.Graphics.ReleaseHdc(handleDeviceContext);

其大意就是把OpenGL缓存中的图形贴到屏幕上。

我们设计一个接口IColorCodedPicking,只有实现了此接口的场景元素类型,才能参与拾取过程。

     /// <summary>
/// Scene element that implemented this interface will take part in color-coded picking when using <see cref="MyScene.Draw(RenderMode.HitTest);"/>.
/// </summary>
public interface IColorCodedPicking
{
/// <summary>
/// Gets or internal sets how many primitived have been rendered till now during hit test.
/// <para>This will be set up by <see cref="MyScene.Draw(RenderMode.HitTest)"/>, so just use the get method.</para>
/// </summary>
int PickingBaseID { get; set; } /// <summary>
/// Gets Primitive's count of this element.
/// </summary>
int VertexCount { get; } /// <summary>
/// Get the primitive according to vertex's id.
/// <para>Note: the <paramref name="stageVertexID"/> refers to the last vertex that constructs the primitive.</para>
/// </summary>
/// <param name="stageVertexID"></param>
/// <returns></returns>
IPickedPrimitive Pick(int stageVertexID);
}

渲染场景

Modern OpenGL用Shader拾取VBO内单一图元的思路和实现(3)

接下来就是实施渲染了。注意在为了拾取而渲染时,我们让gl.ClearColor(1, 1, 1, 1);,这样一来,如果鼠标所在位置没有任何图元,其"颜色编号"就是4294967295。这是color-coded picking在理论上能分辨的图元数量的上限,所以可以用来判定是否拾取到了图元。

         /// <summary>
/// Draw the scene.
/// </summary>
/// <param name="renderMode">Use Render for normal rendering and HitTest for picking.</param>
/// <param name="camera">Keep this to null if <see cref="CurrentCamera"/> is already set up.</param>
public void Draw(RenderMode renderMode = RenderMode.Render)
{
var gl = OpenGL;
if (gl == null) { return; } if (renderMode == RenderMode.HitTest)
{
// When picking on a position that no model exists,
// the picked color would be
// =255
// +255 << 8
// +255 << 16
// +255 << 24
// =255
// +65280
// +16711680
// +4278190080
// =4294967295
// This makes it easier to determin whether we picked something or not.
gl.ClearColor(, , , );
}
else
{
// Set the clear color.
float[] clear = (SharpGL.SceneGraph.GLColor)ClearColor; gl.ClearColor(clear[], clear[], clear[], clear[]);
} // Reproject.
if (camera != null)
camera.Project(gl); // Clear.
gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT |
OpenGL.GL_STENCIL_BUFFER_BIT); SharedStageInfo info = this.StageInfo;
info.Reset(); // Render the root element, this will then render the whole
// of the scene tree.
MyRenderElement(SceneContainer, gl, renderMode, info); gl.Flush();
} /// <summary>
/// Renders the element.
/// </summary>
/// <param name="gl">The gl.</param>
/// <param name="renderMode">The render mode.</param>
public void MyRenderElement(SceneElement sceneElement, OpenGL gl, RenderMode renderMode, SharedStageInfo info)
{
// ...
if (renderMode == RenderMode.HitTest) // Do color coded picking if we are in HitTest mode.
{
IColorCodedPicking picking = sceneElement as IColorCodedPicking;
if (picking != null)// This element should take part in color coded picking.
{
picking.PickingBaseID = info.RenderedVertexCount;// set up picking base id to transform to shader. // If the element can be rendered, render it.
IRenderable renderable = sceneElement as IRenderable;
if (renderable != null) renderable.Render(gl, renderMode); info.RenderedVertexCount += picking.VertexCount;// update stage info for next element's picking process.
}
}
else // Normally render the scene.
{
// If the element can be rendered, render it.
IRenderable renderable = sceneElement as IRenderable;
if (renderable != null) renderable.Render(gl, renderMode);
} // Recurse through the children.
foreach (var childElement in sceneElement.Children)
MyRenderElement(childElement, gl, renderMode, info); // ...
}

获取顶点编号

Modern OpenGL用Shader拾取VBO内单一图元的思路和实现(3)

场景渲染完毕,那么就可以获取鼠标所在位置的颜色,进而获取顶点编号了。

         private IPickedPrimitive Pick(int x, int y)
{
// render the scene for color-coded picking.
this.Scene.Draw(RenderMode.HitTest);
// get coded color.
byte[] codedColor = new byte[];
this.OpenGL.ReadPixels(x, this.Height - y - , , ,
OpenGL.GL_RGBA, OpenGL.GL_UNSIGNED_BYTE, codedColor); // get vertexID from coded color.
// the vertexID is the last vertex that constructs the primitive.
// see http://www.cnblogs.com/bitzhuwei/p/modern-opengl-picking-primitive-in-VBO-2.html
var shiftedR = (uint)codedColor[];
var shiftedG = (uint)codedColor[] << ;
var shiftedB = (uint)codedColor[] << ;
var shiftedA = (uint)codedColor[] << ;
var stageVertexID = shiftedR + shiftedG + shiftedB + shiftedA; // get picked primitive.
IPickedPrimitive picked = null;
picked = this.Scene.Pick((int)stageVertexID); return picked;
}

获取图元

Modern OpenGL用Shader拾取VBO内单一图元的思路和实现(3)

这个顶点编号是在所有VBO中的唯一编号,所以需要遍历所有实现了IColorCodedPicking接口的场景元素来找到此编号对应的图元。

         /// <summary>
/// Get picked primitive by <paramref name="stageVertexID"/> as the last vertex that constructs the primitive.
/// </summary>
/// <param name="stageVertexID">The last vertex that constructs the primitive.</param>
/// <returns></returns>
public IPickedPrimitive Pick(int stageVertexID)
{
if (stageVertexID < ) { return null; } IPickedPrimitive picked = null; SceneElement element = this.SceneContainer;
picked = Pick(element, stageVertexID); return picked;
} private IPickedPrimitive Pick(SceneElement element, int stageVertexID)
{
IPickedPrimitive result = null;
IColorCodedPicking picking = element as IColorCodedPicking;
if (picking != null)
{
result = picking.Pick(stageVertexID);
if (result != null)
{
result.Element = picking;
result.StageVertexID = stageVertexID;
}
} if (result == null)
{
foreach (var item in element.Children)
{
result = Pick(item, stageVertexID);
if (result != null)
{ break; }
}
} return result;
}

至于每个场景元素是如何实现IColorCodedPicking的Pick方法的,就比较*了,下面是一种可参考的方式:

         IPickedPrimitive IColorCodedPicking.Pick(int stageVertexID)
{
ScientificModel model = this.Model;
if (model == null) { return null; } IColorCodedPicking picking = this; int lastVertexID = picking.GetLastVertexIDOfPickedPrimitive(stageVertexID);
if (lastVertexID < ) { return null; } PickedPrimitive primitive = new PickedPrimitive(); primitive.Type = BeginModeHelper.ToPrimitiveType(model.Mode); int vertexCount = PrimitiveTypeHelper.GetVertexCount(primitive.Type);
if (vertexCount == -) { vertexCount = model.VertexCount; } float[] positions = new float[vertexCount * ];
float[] colors = new float[vertexCount * ]; 21 // copy primitive's position and color to result.
{
float[] modelPositions = model.Positions;
float[] modelColors = model.Colors;
for (int i = lastVertexID * + , j = positions.Length - ; j >= ; i--, j--)
{
if (i < )
{ i += modelPositions.Length; }
positions[j] = modelPositions[i];
colors[j] = modelColors[i];
}
} primitive.positions = positions;
primitive.colors = colors; return primitive;
}
/// <summary>
/// Get last vertex's id of picked Primitive if it belongs to this <paramref name="picking"/> instance.
/// <para>Returns -1 if <paramref name="stageVertexID"/> is an illigal number or the <paramref name="stageVertexID"/> is in some other element.</para>
/// </summary>
/// <param name="picking"></param>
/// <param name="stageVertexID"></param>
/// <returns></returns>
public static int GetLastVertexIDOfPickedPrimitive(this IColorCodedPicking picking, int stageVertexID)
{
int lastVertexID = -; if (picking == null) { return lastVertexID; } if (stageVertexID < ) // Illigal ID.
{ return lastVertexID; } if (stageVertexID < picking.PickingBaseID) // ID is in some previous element.
{ return lastVertexID; } if (picking.PickingBaseID + picking.VertexCount <= stageVertexID) // ID is in some subsequent element.
{ return lastVertexID; } lastVertexID = stageVertexID - picking.PickingBaseID; return lastVertexID;
}

至此,终于找到了要拾取的图元。

有图有真相

Modern OpenGL用Shader拾取VBO内单一图元的思路和实现(3)

折腾了3篇,现在终于算解决所有的问题了。

Modern OpenGL用Shader拾取VBO内单一图元的思路和实现(3)

这里以GL_POINTS为例,如图所示,有3个VBO,每个VBO各有1000个顶点。我们可以分别拾取各个顶点,并得知其位置、颜色、ID号、从属哪个VBO这些信息。可以说能得到所拾取的图元的所有信息。

综上所述

Modern OpenGL用Shader拾取VBO内单一图元的思路和实现(3)

总结起来,Modern OpenGL可以利用GLSL内置变量gl_VertexID的存在,借助一点小技巧,实现拾取多个VBO内的任一图元的功能。不过这个方法显然只能拾取一个图元,就是Z缓冲中离屏幕最近的那个图元,不像射线一样能穿透过去拾取多个。

本系列到此结束,今后如果需要拾取鼠标所在位置下的所有图元,再续后话吧。

2016-04-24

最近在整理CSharpGL时发现了一个问题:我只解决了用glDrawArrays();渲染时的拾取问题。如果是用glDrawElements();进行渲染,就会得到错误的图元。

Modern OpenGL用Shader拾取VBO内单一图元的思路和实现(3)CSharpGL(18)分别处理glDrawArrays()和glDrawElements()两种方式下的拾取(ColorCodedPicking))就彻底解决这个拾取的问题。

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