迭代所有三角形以执行三角形-线段交点测试需要太多时间。我知道存在像八叉树等方法,可以用于场景中的模型,但我不知道如何在网格级别使用这些概念。但是,如果在网格级别使用八叉树,如何处理超出八叉树体积边界的多边形问题呢?
您有没有建议适用于实时OpenGL应用程序中高多边形模型的3D射线交集的合适或推荐方法?
深度缓冲
这将为您提供射线交点与物体的三维位置。
模板缓冲
如果每个对象都用其ID(或其在对象列表中的索引)呈现到模板,则可以直接获取选定的对象。
其他任何
还有次要颜色附件和FBO。因此,您可以添加任何其他需要的内容,例如法向量或其他内容。
如果编码正确,所有这些都将仅略微(甚至不)降低性能,因为您不需要计算任何内容,而只需对每个缓冲区的每个片段进行一次写入。
选取本身很容易,您只需从需要的所有缓冲区中读取相应的像素并转换为所需的格式即可。
这里是一个简单的C++/VCL示例,使用固定管线(无着色器)...
//---------------------------------------------------------------------------
#include <vcl.h>
#include <math.h>
#pragma hdrstop
#include "Unit1.h"
#include "gl_simple.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
//---------------------------------------------------------------------------
void matrix_mul_vector(double *c,double *a,double *b,double w=1.0)
{
double q[3];
q[0]=(a[ 0]*b[0])+(a[ 4]*b[1])+(a[ 8]*b[2])+(a[12]*w);
q[1]=(a[ 1]*b[0])+(a[ 5]*b[1])+(a[ 9]*b[2])+(a[13]*w);
q[2]=(a[ 2]*b[0])+(a[ 6]*b[1])+(a[10]*b[2])+(a[14]*w);
for(int i=0;i<3;i++) c[i]=q[i];
}
//---------------------------------------------------------------------------
class glMouse
{
public:
int sx,sy; // framebuffer position [pixels]
double pos[3]; // [GCS] ray end coordinate (or z_far)
double beg[3]; // [GCS] ray start (z_near)
double dir[3]; // [GCS] ray direction
double depth; // [GCS] perpendicular distance to camera
WORD id; // selected object id
double x0,y0,xs,ys,zFar,zNear; // viewport and projection
double *eye; // camera direct matrix pointer
double fx,fy; // perspective scales
glMouse(){ eye=NULL; for (int i=0;i<3;i++) { pos[i]=0.0; beg[i]=0.0; dir[i]=0.0; } id=0; x0=0.0; y0=0.0; xs=0.0; ys=0.0; fx=0.0; fy=0.0; depth=0.0; }
glMouse(glMouse& a){ *this=a; };
~glMouse(){};
glMouse* operator = (const glMouse *a) { *this=*a; return this; };
// glMouse* operator = (const glMouse &a) { ...copy... return this; };
void resize(double _x0,double _y0,double _xs,double _ys,double *_eye)
{
double per[16];
x0=_x0; y0=_y0; xs=_xs; ys=_ys; eye=_eye;
glGetDoublev(GL_PROJECTION_MATRIX,per);
zFar =0.5*per[14]*(1.0-((per[10]-1.0)/(per[10]+1.0)));
zNear=zFar*(per[10]+1.0)/(per[10]-1.0);
fx=per[0];
fy=per[5];
}
void pick(double x,double y) // test screen x,y [pixels] position
{
int i;
double l;
GLfloat _z;
GLint _id;
sx=x; sy=ys-1.0-y;
// read depth z and linearize
glReadPixels(sx,sy,1,1,GL_DEPTH_COMPONENT,GL_FLOAT,&_z); // read depth value
depth=_z; // logarithmic
depth=(2.0*depth)-1.0; // logarithmic NDC
depth=(2.0*zNear)/(zFar+zNear-(depth*(zFar-zNear))); // linear <0,1>
depth=zNear + depth*(zFar-zNear); // linear <zNear,zFar>
// read object ID
glReadPixels(sx,sy,1,1,GL_STENCIL_INDEX,GL_INT,&_id); // read stencil value
id=_id;
// win [pixel] -> GL NDC <-1,+1>
x= (2.0*(x-x0)/xs)-1.0;
y=1.0-(2.0*(y-y0)/ys);
// ray start GL camera [LCS]
beg[2]=-zNear;
beg[1]=(-beg[2]/fy)*y;
beg[0]=(-beg[2]/fx)*x;
// ray direction GL camera [LCS]
for (l=0.0,i=0;i<3;i++) l+=beg[i]*beg[i]; l=1.0/sqrt(l);
for (i=0;i<3;i++) dir[0]=beg[0]*l;
// ray end GL camera [LCS]
pos[2]=-depth;
pos[1]=(-pos[2]/fy)*y;
pos[0]=(-pos[2]/fx)*x;
// convert to [GCS]
matrix_mul_vector(beg,eye,beg);
matrix_mul_vector(pos,eye,pos);
matrix_mul_vector(dir,eye,dir,0.0);
}
};
//---------------------------------------------------------------------------
// camera & mouse
double eye[16],ieye[16]; // direct view,inverse view and perspective matrices
glMouse mouse;
// objects
struct object
{
WORD id; // unique non zero ID
double m[16]; // direct model matrix
object(){}; object(object& a){ *this=a; }; ~object(){}; object* operator = (const object *a) { *this=*a; return this; }; /*object* operator = (const object &a) { ...copy... return this; };*/
};
const int objs=7;
object obj[objs];
// textures
GLuint txr=-1;
//---------------------------------------------------------------------------
void matrix_inv(double *a,double *b) // a[16] = Inverse(b[16])
{
double x,y,z;
// transpose of rotation matrix
a[ 0]=b[ 0];
a[ 5]=b[ 5];
a[10]=b[10];
x=b[1]; a[1]=b[4]; a[4]=x;
x=b[2]; a[2]=b[8]; a[8]=x;
x=b[6]; a[6]=b[9]; a[9]=x;
// copy projection part
a[ 3]=b[ 3];
a[ 7]=b[ 7];
a[11]=b[11];
a[15]=b[15];
// convert origin: new_pos = - new_rotation_matrix * old_pos
x=(a[ 0]*b[12])+(a[ 4]*b[13])+(a[ 8]*b[14]);
y=(a[ 1]*b[12])+(a[ 5]*b[13])+(a[ 9]*b[14]);
z=(a[ 2]*b[12])+(a[ 6]*b[13])+(a[10]*b[14]);
a[12]=-x;
a[13]=-y;
a[14]=-z;
}
//---------------------------------------------------------------------------
void gl_draw()
{
int i; object *o;
double a;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0xFFFF); // Write to stencil buffer
glStencilFunc(GL_ALWAYS,0,0xFFFF); // Set any stencil to 0
for (o=obj,i=0;i<objs;i++,o++)
{
glMatrixMode(GL_MODELVIEW);
glLoadMatrixd(ieye);
glMultMatrixd(o->m);
glStencilFunc(GL_ALWAYS,o->id,0xFFFF); // Set any stencil to object ID
vao_draw();
}
glStencilFunc(GL_ALWAYS,0,0xFFFF); // Set any stencil to 0
glDisable(GL_STENCIL_TEST); // no need fot testing
// render mouse
glMatrixMode(GL_MODELVIEW);
glLoadMatrixd(ieye);
a=0.1*mouse.depth;
glColor3f(0.0,1.0,0.0);
glBegin(GL_LINES);
glVertex3d(mouse.pos[0]+a,mouse.pos[1],mouse.pos[2]);
glVertex3d(mouse.pos[0]-a,mouse.pos[1],mouse.pos[2]);
glVertex3d(mouse.pos[0],mouse.pos[1]+a,mouse.pos[2]);
glVertex3d(mouse.pos[0],mouse.pos[1]-a,mouse.pos[2]);
glVertex3d(mouse.pos[0],mouse.pos[1],mouse.pos[2]+a);
glVertex3d(mouse.pos[0],mouse.pos[1],mouse.pos[2]-a);
glEnd();
Form1->Caption=AnsiString().sprintf("%.3lf , %.3lf , %.3lf : %u",mouse.pos[0],mouse.pos[1],mouse.pos[2],mouse.id);
// debug buffer views
if ((Form1->ck_depth->Checked)||(Form1->ck_stencil->Checked))
{
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,txr);
GLfloat *f=new GLfloat[xs*ys],z;
if (Form1->ck_depth ->Checked)
{
glReadPixels(0,0,xs,ys,GL_DEPTH_COMPONENT,GL_FLOAT,f);
for (i=0;i<xs*ys;i++) f[i]=1.0-(2.0*mouse.zNear)/(mouse.zFar+mouse.zNear-(((2.0*f[i])-1.0)*(mouse.zFar-mouse.zNear)));
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xs, ys, 0, GL_RED, GL_FLOAT, f);
}
if (Form1->ck_stencil->Checked)
{
glReadPixels(0,0,xs,ys,GL_STENCIL_INDEX,GL_FLOAT,f);
for (i=0;i<xs*ys;i++) f[i]/=float(objs);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xs, ys, 0, GL_GREEN, GL_FLOAT, f);
}
delete[] f;
glColor3f(1.0,1.0,1.0);
glBegin(GL_QUADS);
glTexCoord2f(1.0,0.0); glVertex2f(+1.0,-1.0);
glTexCoord2f(1.0,1.0); glVertex2f(+1.0,+1.0);
glTexCoord2f(0.0,1.0); glVertex2f(-1.0,+1.0);
glTexCoord2f(0.0,0.0); glVertex2f(-1.0,-1.0);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
}
glFlush();
SwapBuffers(hdc);
}
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner):TForm(Owner)
{
int i;
object *o;
gl_init(Handle);
vao_init();
// init textures
glGenTextures(1,&txr);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,txr);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_COPY);
glDisable(GL_TEXTURE_2D);
// init objects
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(-1.5,4.7,-8.0);
for (o=obj,i=0;i<objs;i++,o++)
{
o->id=i+1; // unique non zero ID
glGetDoublev(GL_MODELVIEW_MATRIX,o->m);
glRotatef(360.0/float(objs),0.0,0.0,1.0);
glTranslatef(-3.0,0.0,0.0);
}
for (o=obj,i=0;i<objs;i++,o++)
{
glLoadMatrixd(o->m);
glRotatef(180.0*Random(),Random(),Random(),Random());
glGetDoublev(GL_MODELVIEW_MATRIX,o->m);
}
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormDestroy(TObject *Sender)
{
glDeleteTextures(1,&txr);
gl_exit();
vao_exit();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormResize(TObject *Sender)
{
gl_resize(ClientWidth,ClientHeight);
// obtain/init matrices
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0,0,-15.0);
glGetDoublev(GL_MODELVIEW_MATRIX,ieye);
matrix_inv(eye,ieye);
mouse.resize(0,0,xs,ys,eye);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormPaint(TObject *Sender)
{
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::Timer1Timer(TObject *Sender)
{
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormMouseWheel(TObject *Sender, TShiftState Shift, int WheelDelta, TPoint &MousePos, bool &Handled)
{
GLfloat dz=2.0;
if (WheelDelta<0) dz=-dz;
glMatrixMode(GL_MODELVIEW);
glLoadMatrixd(ieye);
glTranslatef(0,0,dz);
glGetDoublev(GL_MODELVIEW_MATRIX,ieye);
matrix_inv(eye,ieye);
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormMouseMove(TObject *Sender, TShiftState Shift, int X, int Y)
{
mouse.pick(X,Y);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::ck_depthClick(TObject *Sender)
{
gl_draw();
}
//---------------------------------------------------------------------------
这里是从左到右的RGB、深度和模板预览:
这里是捕获的GIF:
前三个数字是在[GCS]中选定像素的3D位置,标题中的最后一个数字是选定的ID,其中0表示没有对象。
此示例使用gl_simple.h
,可以从以下链接获取:
您可以忽略VCL内容,因为它不重要,只需将事件移植到您的环境即可...
所以该怎么做:
rendering
You need add stencil buffer to your GL window pixel format so in my case I just add:
pfd.cStencilBits = 16;
into gl_init()
function from gl_simple.h
. Also add its bit into glClear
and set each objects stencil to its ID Like I did in gl_draw()
.
picking
I wrote a small glMouse
class that do all the heavy lifting. On each change of perspective, view, or viewport call its glMouse::resize
function. That will prepare all the constants needed for the computations later. Beware it needs direct camera/view matrix !!!
Now on each mouse movement (or click or whatever) call the glMouse::pick
function and then use the results like id
which will return the ID picked object was rendered with or pos
which is the 3D coordinate in global world coordinates ([GCS]
) of the ray object intersection.
The function just read the depth and stencil buffers. Linearize depth like here:
and compute the ray beg,dir,pos,depth
in [GCS]
.
Normal
You got 2 options either render your normal as another buffer which is the simplest and most precise. Or read depths of 2 or more neighboring pixels around picked one compute their 3D positions. From that using cross product compute you normal(s) and average if needed. But this can lead to artifacts on edges.
如评论中所提到的,为了提高准确性,您应该使用线性深度缓冲而不是像这样的线性化对数:
顺便说一句,我在这里也使用了相同的技术(在基于GDI的SW等距渲染中):
[编辑1] 8位模板缓冲
现在可靠的模板位宽只有8位,这限制了标识符的数量为255。在大多数情况下,这是不够的。一个解决方法是将索引呈现为颜色,然后将帧存储到CPU内存中,然后正常地渲染颜色。然后在需要时使用存储的帧进行选择。渲染到纹理或颜色附件也是可能的。
[编辑2] 一些相关链接
pick(x,y)
中,z=(2.0*zNear*zFar)/(zFar+zNear-(z*(zFar-zNear)))
右侧的 z
是在哪里定义的? - John Alexioudepth
而不是 z
,所以我可能只是部分复制了被卡在剪贴板中的已编辑代码,而不是我想要的代码(由于 W95 时代编写的键盘 ISR 处理程序不佳,有时 [Ctrl+Ins]
不按预期工作)。 - Spektre
pick
函数的准确性,如果zNear
很大,则不准确。 - Spektre