我正在尝试gl_ClipDistance
在几何着色器中使用,但我无法让它工作。我的着色器在变换反馈记录中运行,我想根据 4 个剪切平面切割三角形。
我阅读了 GLSL 语言规范并试图找到一个完整的例子(没有找到)。这是我的着色器的样子(缩短):
#version 150
#extension GL_EXT_gpu_shader4 : require
#extension GL_EXT_geometry_shader4 : require
#pragma optionNV unroll all
layout(triangles) in;
layout(triangle_strip, max_vertices=3) out;
in vec4 io_Position[];
in vec3 io_Normal[];
in vec4 io_MultiTexCoord0[];
in vec4 io_MultiTexCoord1[];
...
out vec3 out_Position;
out vec3 out_Normal;
out vec2 out_MultiTexCoord0;
out vec2 out_MultiTexCoord1;
out float gl_ClipDistance[4]; // do I have to initialize it like that?
void main()
{
...
// emit three vertices
for (int v=0; v<gl_VerticesIn; v++)
{
out_Position = io_Position[v].xyz;
out_Normal = io_Normal[v];
out_MultiTexCoord0 = io_MultiTexCoord0[v].xy;
out_MultiTexCoord1 = io_MultiTexCoord1[v].xy;
// calculate clip distances
for(int c=0; c<4; c++)
{
// From spec: The clip distances will be linearly interpolated across the
// primitive and the portion of the primitive with interpolated distances less than
gl_ClipDistance[c] = distancePlane(clipPlanes[c], triWorldPos[v]);
}
EmitVertex();
}
// create triangle
EndPrimitive();
}
在我开始转换反馈之前,我设置了:
glEnable(GL_CLIP_PLANE0);
glEnable(GL_CLIP_PLANE1);
glEnable(GL_CLIP_PLANE2);
glEnable(GL_CLIP_PLANE3);
我的planeDistance()
返回正负距离取决于顶点位于哪一侧。我什至尝试将负值写入某些 . gl_ClipDistance[c]
,但它不会剪辑任何内容。
我究竟做错了什么?