我正在球体上渲染一些 LineLoops(行星上的边界),并希望将它们镶嵌成较短的线,以防止长线夹入球体。例子:
这是我当前的源代码:C++ 绘制调用:
void Border::Draw() const
{
glBindVertexArray(_vao);
glPatchParameteri(GL_PATCH_VERTICES, 2);
glDrawArrays(GL_PATCHES, 0, _size);
glBindVertexArray(0);
}
顶点着色器:
#version 400
in layout(location = 0) vec3 position;
void main()
{
gl_Position = vec4(position, 1.0);
}
镶嵌控制着色器:
#version 400
layout (vertices = 2) out;
void main()
{
if(gl_InvocationID == 0)
{
//get the distance between two points
float dist = length(gl_in[0].gl_Position - gl_in[1].gl_Position);
gl_TessLevelOuter[0] = 1;
//divide line in segments of size 1.0
gl_TessLevelOuter[1] = abs(dist);
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
}
镶嵌评估着色器
#version 400
layout (isolines, equal_spacing) in;
uniform float planetRadius;
uniform mat4 view;
uniform mat4 projection;
void main()
{
vec4 p = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);
//offset point so it is on the spheres surface
p = normalize(p);
p *= planetRadius;
gl_Position = projection * view * p;
}
片段着色器:
#version 400
out vec4 outColor;
void main()
{
outColor = vec4(1.0, 1.0, 1.0, 1.0);
}
镶嵌似乎不像我期望的那样工作(关于等值线的文档也很糟糕)。
这是我用 LineLoops 和只有 Vertex/Fragment Shader 绘制它时的样子:
这就是我实施镶嵌后的样子:
这些线条看起来也没有镶嵌,并且具有与以前相同的长度。
问候乔尼
编辑:自己找到了解决方案。查看下面的答案部分以查看它。