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OpenGL ES3使用MSAA(多重采样抗锯齿)的方法
昨晚花费了我2个多小时的时间终于把OpenGL ES3.0中的MSAA给搞定了。在OpenGL ES2.0中,Khronos官方没有引入标准的MSAA全屏抗锯齿的方法,而Apple则采用了自己的 GL_APPLE_framebuffer_multisample
的扩展来实现MSAA。在iOS中,OpenGL ES3.0之前使用MSAA的方法可以参见Apple的官方OpenGL ES开发者指南,写得非常详细:Using Multisampling to Improve Image Quality
而对于OpenGL ES3.0,GL_APPLE_framebuffer_multisample
扩展已经失效,不能再使用了。于是我在网上搜了许多资料,不过有帮助的不多,比较有方向性的文章是OpenGL官方wiki上关于多重采样的介绍:Multisampling
不过这篇文章针对的是OpenGL,与OpenGL ES稍微有些差异。于是本人借助Apple的文档结合这篇官维,终于把它捣鼓出来了。
其实,大部分代码与Apple官方所描述的差不多,有几个需要改动的地方:
-
要包含头文件
<OpenGLES/ES3/gl.h>
。如果是之前的OpenGL ES2.0,那么所包含的是<OpenGLES/ES2/gl.h>
和<OpenGLES/ES2/glext.h>
。 -
带 ‘APPLE’、‘EXT’ 以及 ‘OES’ 后缀的函数以及常量都没有了。改起来非常简单,直接把后缀给删了即可,比如原来的
glRenderbufferStorageMultisampleAPPLE
改为glRenderbufferStorageMultisample
;原来的GL_RGBA8_OES
改为GL_RGBA8
。 -
在绘制时,用
glBlitFramebuffer
来取代glResolveMultisampleFramebufferAPPLE
。 -
用
glInvalidateFramebuffer
来取代glDiscardFramebufferEXT
。这个接口非常有用!使用和没使用速度能相差1倍之多!这里得感谢Apple的Xcode以及OpenGL ES Analysis的profile工具,使得我能查到之前的glDiscardFramebufferEXT被啥取代了……否则,如果包含<OpenGLES/ES2/glext.h>
然后调用glDiscardFramebufferEXT
也没啥问题。不过直接用官方标准的接口会更可靠些,至少更有可移植性。
下面我提供比较完整的使用范例(带有部分的Objective-C代码):
先是头文件:
// MyGLLayer.h
// CADemo
//
// Created by Zenny Chen on 14-8-19.
// Copyright (c) 2014年 Adwo. All rights reserved.
//
@import QuartzCore;
#import <OpenGLES/ES3/gl.h>
@interface MyGLLayer : CAEAGLLayer
{
@private
/* The pixel dimensions of the backbuffer */
GLint mBackingWidth;
GLint mBackingHeight;
EAGLContext *mContext;
/* OpenGL names for the renderbuffer and framebuffers used to render to this view */
GLuint mFramebuffer, mRenderbuffer, mDepthRenderbuffer;
GLuint mMSAAFramebuffer, mMSAARenderbuffer, mMSAADepthRenderbuffer;
CADisplayLink *mDisplayLink;
}
我们看到以上代码定义了两组 FBO 和 RBO,一组是用于绘制到目标窗口的(不带MSAA的),另一组是用于图形渲染的,采用MSAA。在最后绘制时会把MSAA的FBO像素拷贝到单样本的FBO,用于显示。
以下是源文件的主要代码片段:
- (instancetype)init
{
self = [super init];
self.opaque = YES;
self.contentsScale = [UIScreen mainScreen].scale;
// Optionally configure the surface properties of the rendering surface by assigning a new dictionary of
// values to the drawableProperties property of the CAEAGLLayer object.
self.drawableProperties = @{
kEAGLDrawablePropertyRetainedBacking : @NO,
kEAGLDrawablePropertyColorFormat : kEAGLColorFormatRGBA8
};
// Set OpenGL ES context,use GL ES3 profile
mContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
return self;
}
- (BOOL)createFramebuffer
{
// Create the framebuffer and bind it so that future OpenGL ES framebuffer commands are directed to it.
glGenFramebuffers(1, &mFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
// Create a color renderbuffer, allocate storage for it, and attach it to the framebuffer.
glGenRenderbuffers(1, &mRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
// Create the color renderbuffer and call the rendering context to allocate the storage on our Core Animation layer.
// The width, height, and format of the renderbuffer storage are derived from the bounds and properties of the CAEAGLLayer object
// at the moment the renderbufferStorage:fromDrawable: method is called.
[mContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:self];
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mRenderbuffer);
// Retrieve the height and width of the color renderbuffer.
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &mBackingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &mBackingHeight);
// Perform similar steps to create and attach a depth renderbuffer.
glGenRenderbuffers(1, &mDepthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mDepthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, mBackingWidth, mBackingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthRenderbuffer);
// The following is MSAA settings
glGenFramebuffers(1, &mMSAAFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, mMSAAFramebuffer);
glGenRenderbuffers(1, &mMSAARenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mMSAARenderbuffer);
// 4 samples for color
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, mBackingWidth, mBackingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mMSAARenderbuffer);
glGenRenderbuffers(1, &mMSAADepthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mMSAADepthRenderbuffer);
// 4 samples for depth
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, mBackingWidth, mBackingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mMSAADepthRenderbuffer);
// Test the framebuffer for completeness.
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
return NO;
}
glViewport(0, 0, mBackingWidth, mBackingHeight);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Do other settings...
return YES;
}
- (void)drawLayer:(CADisplayLink*)link
{
glBindFramebuffer(GL_FRAMEBUFFER, mMSAAFramebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mMSAARenderbuffer);
// Draw something here...
[self drawModels];
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mMSAAFramebuffer);
#if 0
// OpenGL ES 2.0 Apple multisampling
// Discard the depth buffer from the read fbo. It is no more necessary.
glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER, 1, (GLenum[]){GL_DEPTH_ATTACHMENT});
glResolveMultisampleFramebufferAPPLE();
glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER, 1, (GLenum[]){GL_COLOR_ATTACHMENT0});
#else
// OpenGL ES3.0 Core multisampling
// Discard the depth buffer from the read fbo. It is no more necessary.
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 1, (GLenum[]){GL_DEPTH_ATTACHMENT});
// Copy the read fbo(multisampled framebuffer) to the draw fbo(single-sampled framebuffer)
glBlitFramebuffer(0, 0, mBackingWidth, mBackingHeight, 0, 0, mBackingWidth, mBackingHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 1, (GLenum[]){GL_COLOR_ATTACHMENT0});
#endif
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
// Assuming you allocated a color renderbuffer to point at a Core Animation layer, you present its contents by making it the current renderbuffer
// and calling the presentRenderbuffer: method on your rendering context.
[mContext presentRenderbuffer:GL_RENDERBUFFER];
}
大致使用流程如上述代码所示。我用11寸的MacBook Air上模拟器看,效果十分明显(因为MacBook Air不是retina屏)。上述demo中使用了4个样本,基本够用了。
如果各位要看非MSAA版本,只需要把 drawLayer:
方法下面第一行代码改为:glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
;然后把对 glBlitFramebuffer
的调用给注释掉即可,非常方便~