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OpenGL ES3使用MSAA(多重采样抗锯齿)的方法

zenny_chen 2024-06-14 17:17:09
简介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:

  1. 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><OpenGLES/ES2/glext.h>

  2. ‘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

  3. 在绘制时,用 glBlitFramebuffer 来取代 glResolveMultisampleFramebufferAPPLE

  4. 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 FBORBO,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~

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