2

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: 在此处输入图像描述

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:

在此处输入图像描述

这就是我实施镶嵌后的样子:

在此处输入图像描述

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。

4

1 回答 1

1

我找到了解决方案。问题在于镶嵌着色器无法绘制线条。因此,如果你有一个由点定义的线带,{p1, p2, p3, p4, p5, p6}它会在以下点之间画线:
p1 -> p2
p3 -> p4
p5 -> p6

我通过给着色器每个点 2 次来修复它,所以我的列表如下所示:
{p1, p2, p2, p3, p3, p4, p4, p5, p5, p6, p6, p1}
镶嵌着色器创建以下行:
p1 -> p2
p2 -> p3
p3 -> p4
p4 -> p5
p5 -> p6
p6 -> p1

我的着色器现在看起来像这样:

苔丝控制:

#version 430

layout (vertices = 2) out;

void main()
{
    if(gl_InvocationID == 0)
    {
        float dist = length(gl_in[0].gl_Position.xyz - gl_in[1].gl_Position.xyz);

        gl_TessLevelOuter[0] = 1;
        gl_TessLevelOuter[1] = dist;
    }

    gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
}

苔丝评估:

#version 430

layout (isolines, equal_spacing) in;

uniform float planetRadius;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    //only interpolate and normalize xyz coordinates. Thanks to @aslg
    vec3 p = mix(gl_in[0].gl_Position.xyz, gl_in[1].gl_Position.xyz, gl_TessCoord.x);

    p = normalize(p);
    p *= planetRadius;

    gl_Position = projection * view * vec4(p, 1.0);
}
于 2016-04-27T11:29:14.580 回答