OpenGL通过读取Z Buffer深度值将屏幕2D坐标转化为场景3D坐标(含完整源码)
Posted skyman_2001
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主要有2种方法来实现屏幕2D坐标转化为场景3D坐标:一种是通过拣选射线,我的《APRG Demo》就是这样做的,有兴趣的可以查看源代码:http://blog.csdn.net/skyman_2001/archive/2005/10/06/495938.aspx;另一种是通过读取Z Buffer深度值。相比较而言后者要简单些。这里专门讲如何用后者来实现。
1. 使用双缓存,打开深度测试:
glClearDepth(1.0f); // 深度缓存设置
glEnable(GL_DEPTH_TEST); // 打开深度测试
glDepthFunc(GL_LEQUAL); // 设置深度测试类型
2. 绘制场景:
3. 在WM_MOUSE消息下:
mouse_x=LOWORD(lParam);//鼠标的x坐标
mouse_y=HIWORD(lParam);//鼠标的y坐标
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);//视图矩阵
glGetDoublev(GL_PROJECTION_MATRIX, projection);//投影矩阵
glGetIntegerv(GL_VIEWPORT, viewport);//视口
winX=(float)mouse_x;//OGL中的窗口x坐标
winY=(float)viewport[3]-(float)mouse_y;//OGL中的窗口y坐标
glReadPixels(mouse_x,//x坐标
int(winY),//y坐标
1,1,//读取一个像素
GL_DEPTH_COMPONENT,//获得深度信息
GL_FLOAT,//数据类型为浮点型
&winZ);//获得的深度值保存在winZ中
gluUnProject((GLdouble)winX,(GLdouble)winY,(GLdouble)winZ,modelview,projection,viewport,&object_x,&object_y,&object_z);
//获得OGL中的x,y,z坐标值
注:深度值winZ的范围为0.0~1.0,近截面处为0.0,远截面处为1.0,其他介于0.0和1.0之间。
下面我们来验证一下:
(由于抓图时没法抓鼠标,所以看不到鼠标位置,我只能用文字说明)
1.下图是鼠标点在黑色背景区域时的场景点坐标(见标题栏):
由图中可以看出:深度值winz=1.0,场景坐标ox=38.3,oy=12.9,oz=-100.0。
黑色背景区域是远截面,所以其深度值为1.0;而视见体我们是这样设置的:
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
所以远截面上的点的z坐标为-100.0f。所以是正确的。
2.下图是鼠标点在球的中心处时的场景点坐标(见标题栏):
由图中可以看出,深度值winz=0.93,场景坐标ox=0.0,oy=0.0,oz=-1.5。
2个球是这么绘制的:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glPushMatrix();
glTranslatef(0.0f,0.0f,-2.0f);
auxSolidSphere(0.5f);
glPushMatrix();
glTranslatef(0.04f,0.04f,-0.04f);
auxSolidSphere(0.5f);
glPopMatrix();
glPopMatrix();
glFlush();
所以第一个球的正朝我们的面的中心点(就是我们这个鼠标点)的z坐标为-2.0+0.5=-1.5,吻合!
所以,这个程序是正确的!
程序完整源代码如下(编译后运行需glaux.dll ):
/*
written by SM3D,base on NeHe's simple basecode.
welcome to visit my website:http://sm3d.126.com
*/
/*
* This Code Was Created By Jeff Molofee 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing This Code, Making It More Flexible!
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/
#include "windows.h" // Header File For Windows
#include "stdafx.h"
#include <gl\\gl.h> // Header File For The OpenGL32 Library
#include <gl\\glu.h> // Header File For The GLu32 Library
#include <gl\\glaux.h>// Header File For The Glaux Library
#include "stdio.h"
#include "math.h"
#pragma comment( lib, "opengl32.lib" ) // Search For OpenGL32.lib While Linking
#pragma comment( lib, "glu32.lib" ) // Search For GLu32.lib While Linking
#pragma comment( lib, "glaux.lib" ) // Search For GLaux.lib While Linking
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
GLint viewport[4];
GLdouble modelview[16];
GLdouble projection[16];
GLfloat winX,winY,winZ;
GLdouble object_x,object_y,object_z;
int mouse_x,mouse_y;
char str[80];
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
if (height==0) // Prevent A Divide By Zero By
height=1; // Making Height Equal One
glViewport(0,0,width,height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
return TRUE; // Initialization Went OK
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glPushMatrix();
glTranslatef(0.0f,0.0f,-2.0f);
auxSolidSphere(0.5f);
glPushMatrix();
glTranslatef(0.04f,0.04f,-0.04f);
auxSolidSphere(0.5f);
glPopMatrix();
glPopMatrix();
glFlush();
return TRUE; // Everything Went OK
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
if (fullscreen) // Are We In Fullscreen Mode?
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
if (hRC) // Do We Have A Rendering Context?
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hRC=NULL; // Set RC To NULL
if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL
if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL
if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL
/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name
if (!RegisterClass(&wc)) // Attempt To Register The Window Class
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
if (fullscreen) // Attempt Fullscreen Mode?
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
else
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE
if (fullscreen) // Are We Still In Fullscreen Mode?
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
dwStyle=WS_POPUP; // Windows Style
ShowCursor(FALSE); // Hide Mouse Pointer
else
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
// Create The Window
if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
"OpenGL", // Class Name
title, // Window Title
dwStyle | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Window Width
WindowRect.bottom-WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
;
if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
if (!InitGL()) // Initialize Our Newly Created GL Window
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
return TRUE; // Success
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
switch (uMsg) // Check For Windows Messages
case WM_ACTIVATE: // Watch For Window Activate Message
if (!HIWORD(wParam)) // Check Minimization State
active=TRUE; // Program Is Active
else
active=FALSE; // Program Is No Longer Active
return 0; // Return To The Message Loop
case WM_SYSCOMMAND: // Intercept System Commands
switch (wParam) // Check System Calls
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
break; // Exit
case WM_CLOSE: // Did We Receive A Close Message?
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
case WM_KEYDOWN: // Is A Key Being Held Down?
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
case WM_KEYUP: // Has A Key Been Released?
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
case WM_SIZE: // Resize The OpenGL Window
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
case WM_MOUSEMOVE:
mouse_x=LOWORD(lParam);
mouse_y=HIWORD(lParam);
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewport);
winX=(float)mouse_x;
winY=(float)viewport[3]-(float)mouse_y;
glReadBuffer(GL_BACK);
glReadPixels(mouse_x,int(winY),1,1,GL_DEPTH_COMPONENT,GL_FLOAT,&winZ);
gluUnProject((GLdouble)winX,(GLdouble)winY,(GLdouble)winZ,modelview,projection,viewport,&object_x,&object_y,&object_z);
return 0;
case WM_LBUTTONDOWN:
sprintf(str,"winz=%f,ox=%f,oy=%f,oz=%f",winZ,(float)object_x,(float)object_y,(float)object_z);
SetWindowText(hWnd,str);
return 0;
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop
// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
fullscreen=FALSE; // Windowed Mode
// Create Our OpenGL Window
if (!CreateGLWindow("SM3D's Read Depth Demo,http://sm3d.126.com",640,480,16,fullscreen))
return 0; // Quit If Window Was Not Created
while(!done) // Loop That Runs While done=FALSE
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
done=TRUE; // If So done=TRUE
else // If Not, Deal With Window Messages
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
else // If There Are No Messages
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if (active) // Program Active?
if (keys[VK_ESCAPE]) // Was ESC Pressed?
done=TRUE; // ESC Signalled A Quit
else // Not Time To Quit, Update Screen
DrawGLScene(); // Draw The Scene
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
if (keys[VK_F1]) // Is F1 Being Pressed?
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
return 0; // Quit If Window Was Not Created
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
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