osg使用整理(11):延迟渲染

osg使用整理(11):延迟渲染

一、基础概念

  1. 前向渲染流程:顶点着色器->图元装配成点线三角形->几何着色器->裁剪剔除->光栅化(片元着色器)->透明度测试、深度测试。

  2. 延迟渲染流程:顶点着色器->图元装配成点线三角形->几何着色器->裁剪剔除->光栅化输出G-Buffer,存储每个像素的属性信息(位置、法线、颜色)->深度测试->光照计算->片元着色器->透明度测试。

  3. 渲染管线的差异:

    a. 延迟渲染需要两个pass,先生成G-Buffer后进行光照计算。

    b. 延迟渲染不能使用MSAA算法抗锯齿。

  4. 优劣势:

    a. 延迟渲染先进行深度测试,确定了可见像素后再进行光照计算,而不是对所有图元进行光栅化再光照计算,避免了大量无效计算。

    b. 延迟渲染在一个Pass中处理多光源计算,提高了渲染效率。

    c. 延迟渲染的G-Buffer占用带宽较大,需要合并一些纹理通道、减少buffer位数、将两个pass合并为OnePassDeferred。

    d. 延迟渲染通常只能使用相同光照的效果,灵活性低。

    e. 延迟渲染中透明物体需要单独的Pass来处理。

二、G-Buffer

​ 如下图所示,延迟渲染首先生成称为G-Buffer的一系列纹理,常包含世界坐标系下的位置向量、颜色向量、顶点法线向量等等。

​ osg中要实现延迟渲染,首先准备离屏相机:

osg::ref_ptr<RttCamera> createRTTCamera(osg::Camera::BufferComponent buffer,osg::Texture* tex,int width,int height)
{
	osg::ref_ptr<RttCamera> camera=new RttCamera(width,height);
	camera->setRenderTargetImplementation(osg::Camera::RenderTargetImplementation::FRAME_BUFFER_OBJECT);
	camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	camera->setPostDrawCallBack(new FBOPostDrawCallback);
	camera->setRenderOrder(osg::Camera::PRE_RENDER,20);
	camera->setViewPort(0,0,width,height);
	if(tex)
	{
		tex->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINER_MIPMAP_NEAREST);
		tex->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINER_MIPMAP_NEAREST);
		camera->setViewPort(0,0,tex->getTextureWidth(),tex->getTextureHeight());
		camera->attach(buffer,tex);
	}
	return camera;
}

​ 注意到,离屏相机渲染目标设置为FBO,同时渲染次序设置为PRE_RENDER。然后准备附着在离屏相机上的颜色和深度纹理,简单认为有三维位置坐标纹理、法线方向纹理、基础颜色纹理三个。为了提高纹理精度,实现HDR渲染,我们可以使用浮点数缓冲,其内部格式通常设为GL_RGB16F, GL_RGBA16F, GL_RGB32F 或者GL_RGBA32F。浮点数缓冲可以存储超过0.0到1.0范围的浮点值。

//创建颜色附着纹理
osg::ref_ptr<osg::Texture2D> createColorTexture(int width,int height)
{
	osg::ref_ptr<osg::Texture2D> texture=new osg::Texture2D;
	texture->setTextureSize(width,height);
	texture->setInternalFormat(GL_RGBA32F);
	texture->setSourceFormat(GL_RGBA);
	texture->setSourceType(GL_FLOAT);//浮点数精度更高
	tex->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
	tex->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
    return texture;
}
//创建深度附着纹理
osg::ref_ptr<osg::Texture2D> createDepthTexture(int width,int height)
{
	osg::ref_ptr<osg::Texture2D> texture=new osg::Texture2D;
	texture->setTextureSize(width,height);
	texture->setInternalFormat(GL_DEPTH_COMPONENT32F);
	texture->setSourceFormat(GL_DEPTH_COMPONENT32F);
	texture->setSourceType(GL_FLOAT);
	tex->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
	tex->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
    return texture;	
}

​ 创建延迟渲染相机,首先渲染到G-buffer上,然后创建HUD相机渲染到和屏幕同样大小的矩形上。

/*延迟渲染相机*/
osg::ref_ptr<RttCamera> createDeferCamera(osg::Camera::BufferComponent buffer1,osg::Texture* tex1,
										  osg::Camera::BufferComponent buffer2,osg::Texture* tex2,
                                          osg::Camera::BufferComponent buffer3,osg::Texture* tex3,int width,int height)
{
	osg::ref_ptr<RttCamera> camera=new RttCamera(width,height);
	camera->setRenderTargetImplementation(osg::Camera::RenderTargetImplementation::FRAME_BUFFER_OBJECT);
	camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	camera->setPostDrawCallBack(new FBOPostDrawCallback);
	camera->setRenderOrder(osg::Camera::PRE_RENDER,20);
	camera->setViewPort(0,0,width,height);
	if(tex1)
	{
		tex1->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINER_MIPMAP_NEAREST);
		tex1->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINER_MIPMAP_NEAREST);
		camera->attach(buffer1,tex1);
	}
	if(tex2)
	{
		tex2->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINER_MIPMAP_NEAREST);
		tex2->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINER_MIPMAP_NEAREST);
		camera->attach(buffer2,tex2);
	}
	if(tex3)
	{
		tex3->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINER_MIPMAP_NEAREST);
		tex3->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINER_MIPMAP_NEAREST);
		camera->attach(buffer3,tex3);
	}
	///顶点着色器
	const char* vertCode=R"(
		#version 330
		layout(location = 0) in vec3 Position;
		layout(location = 2) in vec3 normal;
		layout(location = 3) in vec3 TexCoord;
		
		uniform mat4 osg_ModelViewProjectionMatrix;
		uniform mat4 osg_ModelViewMatrix;
		uniform mat4 osg_NormalMatrix;
		
		out vec3 vNormal;
		out vec2 texCoord;
		out vec4 fragPos;
		void main()
		{
			texCoord=TexCoord;
			fragPos=osg_ModelViewMatrix*vec4(Position,1.0);
			vec4 viewNorm=transpose(inverse(osg_ModelViewMatrix))*vec4(-normal,1.0);
			vNormal=normalize(viewNorm.xyz);
			gl_Position=osg_ModelViewProjectionMatrix*vec4(Position,1.0);
		}
	)";
	
	const char* fragCode=R"(
		#version 330 core
		uniform vec3 frontCol=vec3(1.0,0.0,0.2);
        layout (location = 0) out vec4 gColor;
        layout (location = 1) out vec4 gNormal;
        layout (location = 2) out vec4 gPosition;

        in vec2 texCoord;
        in vec4 fragPos;
        in vec3 vNormal;

        void main()
        {    
            // Store the fragment position vector in the first gbuffer texture
            gPosition.xyz = fragPos.xyz;
            // Also store the per-fragment normals into the gbuffer
            gNormal = vec4(vNormal,1.0);          
            gColor=vec4(frontCol,1.0);
        }
	)";
	
	osg::ref_ptr<osg::Shader> vertShader=new osg::Shader(osg::Shader::VERTEX,vertCode);
    osg::ref_ptr<osg::Shader> fragShader=new osg::Shader(osg::Shader::FRAGMENT,fragCode);
    osg::ref_ptr<osg::Program>  program=new osg::Program;
    program->addShader(vertShader);
    program->addShader(fragShader);
    camera->getOrCreateStateSet()->setAttributeAndModes(program,OVERRIDE_ON);
    return camera;
}

​ HUD相机用于将纹理混合结果输出到屏幕上,需要注意绑定一个矩形几何为子节点,并正确设置渲染目标,设置RenderOrder为POST_RENDER。

/*延迟HUD相机*/
osg::ref_ptr<RttCamera> createHUDCamera(osg::Texture* tex1,osg::Texture* tex2,int width,int height)
{
	osg::ref_ptr<RttCamera> camera=new RttCamera(width,height);
	camera->setClearMask(GL_DEPTH_BUFFER_BIT);
	camera->setPostDrawCallBack(new FBOPostDrawCallback);
	camera->setRenderOrder(osg::Camera::POST_RENDER,100);
	camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF)
	camera->setProjectMatrix(osg::Matrix::ortho2D(width,-width,-height,height))
	camera->setViewPort(0,0,width,height);
	camera->addChild(createQuadGeode(tex1,tex2,width,height));
	return camera;
}

/*平铺的四边形几何*/
osg::ref_ptr<osg::Geode> createQuadGeode(osg::Texture* baseTexture,osg::Texture* modelTexture,int width,int height)
{
	///创建四边形顶点
	osg::ref_ptr<osg:Vec3Array> vertices= new osg::Vec3Array;
	vertices->push_back(osg::Vec3(-width,-height,0.f));
	vertices->push_back(osg::Vec3(width,-height,0.f));
	vertices->push_back(osg::Vec3(width,height,0.f));
	vertices->push_back(osg::Vec3(width,-height,0.f));
	///创建四边形法线
	osg::ref_ptr<osg:Vec3Array> normals= new osg::Vec3Array;
	normals->push_back(osg::Vec3(0.0,0.0,2.f));
	///创建四边形纹理坐标
	osg::ref_ptr<osg:Vec2Array> texCoords= new osg::Vec2Array;
	texCoords->push_back(osg::Vec2(1.0,0.f));
	texCoords->push_back(osg::Vec2(0.0,0.f));
	texCoords->push_back(osg::Vec2(0.0,1.f));
	texCoords->push_back(osg::Vec2(1.0,1.f));
	///创建四边形几何
	osg::ref_ptr<osg:Geometry> quad= new osg::Geometry;
	quad->setVertexArray(vertices);
	quad->setNormalArray(normals);
	quad->setTexCoordArray(0,texCoords);
	quad->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4));
	///创建四边形节点
	osg::ref_ptr<osg::Geode> quadGeode=new osg::Geode;
	quadGeode->addDrawable(quad);
	quadGeode->getOrCreateStateSet()->addUniform(new osg::Uniform("baseTexture",0)));
	quadGeode->getOrCreateStateSet()->setTextureAttributeAndModes(0,baseTexture);
	quadGeode->getOrCreateStateSet()->addUniform(new osg::Uniform("modelTexture",1)));
	quadGeode->getOrCreateStateSet()->setTextureAttributeAndModes(1,modelTexture);
	
	const char* vertCode=R"(
		#version 330
		layout(location = 0) in vec3 Position;
		layout(location = 2) in vec3 normal;
		layout(location = 3) in vec3 TexCoord;
		
		uniform mat4 osg_ModelViewProjectionMatrix;
		uniform mat4 osg_ModelViewMatrix;
		uniform mat4 osg_NormalMatrix;
		
		out vec2 texCoord;
		void main()
		{
			texCoord=TexCoord;
			gl_Position=osg_ModelViewProjectionMatrix*vec4(Position,1.0);
		}
	)";
	
	const char* fragCode=R"(
		uniform sampler2D baseTexture;
		uniform sampler2D modelTexture;
		
		in vec2 texCoord;
		out vec4 fragColor;
		void main()
		{
			vec4 modelCol=texture(modelTexture,texCoord);
			vec4 baseCol=texture(baseTexture,texCoord);
			fragColor=vec4(mix(modelCol.rgb,baseCol.rgb,baseCol.a),baseCol.a+modelCol.a);
		}
	)";
    osg::ref_ptr<osg::Shader> vertShader=new osg::Shader(osg::Shader::VERTEX,vertCode);
    osg::ref_ptr<osg::Shader> fragShader=new osg::Shader(osg::Shader::FRAGMENT,fragCode);
    osg::ref_ptr<osg::Program>  program=new osg::Program;
    program->addShader(vertShader);
    program->addShader(fragShader);
    quadGeode->getOrCreateStateSet()->setAttributeAndModes(program,OVERRIDE_ON);
	return quadGeode;
}
posted @ 2024-06-03 22:59  王小于的啦  阅读(73)  评论(0编辑  收藏  举报