我在使用属性变量将值输入顶点着色器时遇到问题。我想为几何着色器提供前一个图元(线)中的一个点以进行一些计算。我在顶点着色器中使用vec3属性变量(Ppoint)提供这一点,然后使用顶点着色器中的输出变量和几何着色器中的输入变量(pointPass)提供几何着色器。
问题是当我在绘制线条时更新 glBegin()/glEnd() 块中的属性变量时,glVertexAttrib3f 中的值被视为顶点,并且线条也被渲染到这些点。这会导致显示一些额外的线条,并且所有几何着色器功能都会受到干扰。
这是我所有着色器的代码和用于绘制线条的 opengl 程序。
顶点着色器
#version 330 compatibility
out vec3 pointPass;
attribute vec3 Ppoint;
void main()
{
pointPass = Ppoint;
gl_Position = gl_Vertex;
}
几何着色器
#version 330 compatibility
in vec3 pointPass[];
out vec4 colorFrag;
layout(lines) in;
// 100 vertices are not actually required specified more for trial
layout(triangle_strip, max_vertices=100) out;
vec3 getA(vec3 axis){
vec3 a;
a.x = 1.0;
a.y = 1.0;
a.z = -(axis.x + axis.y)/axis.z;
a = normalize(a);
return a;
}
vec3 getB(vec3 axis, vec3 a){
vec3 b;
b.x = (a.y*axis.z - a.z*axis.y);
b.y = (a.z*axis.x - a.x*axis.z);
b.z = (a.x*axis.y - a.y*axis.x );
b = normalize(b);
return b;
}
void main()
{
vec3 axis0, axis1, v0, v1, v2;
float radius = 0.5;
float rotation = 0.0f;
float pi = 3.1416;
int numPoints = 15;
vec3 p1, p2, p3, p4;
int count = 0, i;
float increment = 2*pi/numPoints;
v0 = pointPass[0];
v1 = gl_in[0].gl_Position.xyz;
v2 = gl_in[1].gl_Position.xyz;
axis1 = v1 - v2;
axis1 = normalize(axis1);
vec3 a1 = getA(axis1);
vec3 b1 = getB(axis1, a1);
axis0 = v0-v2;
axis0 = normalize(axis0);
vec3 a0 = getA(axis0);
vec3 b0 = getB(axis0, a0);
// Rotation with theta
for(rotation = 0; rotation<=2*pi; rotation+=increment){
p1 = v1 + radius*cos(rotation)*a0 + radius*sin(rotation)*b0;
p2 = v1 + radius*cos(rotation + increment)*a0 + radius*sin (rotation + increment)*b0;
p3 = v2 + radius*cos(rotation)*a1 + radius*sin(rotation)*b1;
p4 = v2 + radius*cos(rotation + increment)*a1 + radius*sin(rotation + increment)*b1;
// FIRST Triangle
// FIRST vertex
gl_Position = (gl_ModelViewProjectionMatrix*vec4(p3,1.0) );
EmitVertex();
// SECOND vertex
gl_Position = (gl_ModelViewProjectionMatrix*vec4(p1, 1.0) );
EmitVertex();
// THIRD vertex
gl_Position = (gl_ModelViewProjectionMatrix*vec4(p4, 1.0) );
EmitVertex();
// SECOND Triangle
// FIRST vertex
gl_Position = (gl_ModelViewProjectionMatrix*vec4(p2, 1.0) );
EmitVertex();
}
EndPrimitive();
}
片段着色器
#version 330 compatibility
in vec4 colorFrag;
void main()
{
gl_FragColor = colorFrag;
}
用于绘制线条的 OpenGL 程序
// vPoints is a std::vector of 3d vector class created by me.
void drawLines(){
float angle =0.0f;
int numLines = 30;
int count = 0;
float disp = 0.30f;
float radius_x = 5.0;
float radius_y = 5.0;
vPoints.resize(numLines+2);
// Loop around in a circle and specify even points along the spiral
float increment = (float)(2*GL_PI/numLines);
for(angle = 0.0f; angle < (2.0f*GL_PI); angle += increment)
{
// Calculate x and y position of the next vertex
float x1 = radius_x*sin(angle);
float y1 = radius_y*cos(angle);
float z1 = count*disp;
vPoints[count].SetVector(x1, y1, z1);
count ++;
}
// Drawing only first two line segments for testing
glBegin(GL_LINES);
int pointPassLocation = glGetAttribLocation(programID, "Ppoint");
// This is also considered as a vertex and a line is drawn from this point to vPoints[1]
glVertexAttrib3f(pointPassLocation, vPoints[0].GetX(), vPoints[0].GetY(), vPoints[0].GetZ());
glVertex3d(vPoints[1].GetX(), vPoints[1].GetY(), vPoints[1].GetZ());
glVertex3d(vPoints[2].GetX(), vPoints[2].GetY(), vPoints[2].GetZ());
// Again this is also considered as a point and a line is drawn from vPoints[2] to this point.
glVertexAttrib3f(pointPassLocation, vPoints[1].GetX(), vPoints[1].GetY(), vPoints[1].GetZ());
glVertex3d(vPoints[2].GetX(), vPoints[2].GetY(), vPoints[2].GetZ());
glVertex3d(vPoints[3].GetX(), vPoints[3].GetY(), vPoints[3].GetZ());
glEnd();
}
因此,不是我想从 vPoints[1] 到 vPoints[2] 和 vPoints[2] 到 vPoints[3] 绘制的 2 条线,而是考虑到两个 glVertexAttrib3f 语句作为顶点,我得到 3 条带有 6 个顶点的线。
我这样做是正确的,还是有更好的方法或另一种方法来做到这一点。