为什么 GL_RASTERIZER_DISCARD 不允许我写入模板缓冲区?

Why GL_RASTERIZER_DISCARD does not enable me to write to stencil buffer?

我想在 3 遍中使用模板缓冲区绘制轮廓。

  1. 普通绘图通过
  2. 轮廓掩码生成过程
  3. 轮廓图通过

第二遍不需要片段着色器工作,因为它只写入模板缓冲区,所以我使用 glEnable(GL_RASTERIZER_DISCARD); 完全防止接触片段着色器。

问题是没有生成掩码(这是我的想法,也许是其他原因),因此轮廓四边形片段不会被丢弃。它被绘制但在我想要概述的四边形之上。如果说得通。

int main()
{
    //create window, gl context etc. etc...

    Shader colorShader("colorShader.glsl");
    Shader maskShader("maskShader.glsl");

    //Creates geometry for quad, also creates vertex array, vertex buffer and adds data glBufferData.
    //this code is tested and works, so it is not neccessery to show what it does internaly.
    Quad sceneQuad(colorShader);
    Quad maskQuad(maskShader);
    Quad outlineQuad(colorShader);

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    glEnable(GL_STENCIL_TEST);
    glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
    glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);

    bool quit = false;

    while(!quit) {
        glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glDisable(GL_RASTERIZER_DISCARD);
        glStencilMask(0x00);

        //binds everything, and call glDraw*, its parameter is model matrix and u_r uniform
        //it is also tested and works fine
        sceneQuad->Draw(Scale(1.0f), 1.0f);

        glEnable(GL_RASTERIZER_DISCARD);

        glStencilFunc(GL_ALWAYS, 1, 0xFF);
        glStencilMask(0xFF);
        maskQuad->Draw(); // it does not need matrix or u_r, because it uses different shader

        glDisable(GL_RASTERIZER_DISCARD);

        glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
        glStencilMask(0x00);
        glDisable(GL_DEPTH_TEST);

        oulineQuad->Draw(Scale(1.1), 0.0f); //a bit scaled 
    }
}

颜色着色器:

#version 460 core

layout (location = 0) in vec2 a_position;

uniform mat4 u_model;

void main()
{
    gl_Position = u_model * vec4(a_position, 0.0f, 1.0f);
}

//-------------------------------------------------------------------

#version 460 core

layout (location = 0) out vec4 f_color;

uniform float u_r;

void main()
{        
    f_color = vec4(u_r, 0.0f, 1.0f, 1.0f);
}

遮罩着色器,只是顶点程序:

#version 460 core

layout (location = 0) in vec2 a_position;

void main()
{
    gl_Position = vec4(a_position, 0.0f, 1.0f);
}

我期望的是绘制紫色四边形, 然后再次绘制它但没有片段着色器,只绘制到模板缓冲区 然后在所有内容之上绘制蓝色四边形,但丢弃由模板缓冲区中的掩码绘制的像素。

它的作用是在不丢弃掩码像素的情况下绘制蓝色四边形。

如何解决?

来自"What actually does GL_RASTERIZE_DISCARD"

When enabled, primitives are discarded immediately before the rasterization stage, but after the optional transform feedback stage (see section 13.2)

鉴于您想要绘制到模板缓冲区,您仍然需要光栅化,而不是颜色缓冲区。
为此,您可以使用

glDrawBuffer(GL_NONE)

glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE)

请参阅 this post 进行比较,但我认为任何一种方式都适合您的应用程序。