10

我试图在 OpenGL 中设置点精灵,以像广告牌精灵那样随距离改变大小,但我无法获取这些值GL_POINT_DISTANCE_ATTENUATION_ARB来做任何有用的事情。是否存在与给定投影匹配的值的相关性?我想要做的甚至可能吗?

正在使用的渲染代码:

glPointParameterfARB  = (PFNGLPOINTPARAMETERFARBPROC)wglGetProcAddress("glPointParameterfARB");
glPointParameterfvARB = (PFNGLPOINTPARAMETERFVARBPROC)wglGetProcAddress("glPointParameterfvARB");

glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluPerspective(100.0, 800.0/600.0, 0.1, 10.0);

float quadratic[] =  { 5.0f, 0.1f, 10.0f };
glPointParameterfvARB( GL_POINT_DISTANCE_ATTENUATION_ARB, quadratic );

float maxSize = 0.0f;
glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize );
if( maxSize > 100.0f )  maxSize = 100.0f;
glPointSize( maxSize );

glPointParameterfARB( GL_POINT_FADE_THRESHOLD_SIZE_ARB, 0.1f );
glPointParameterfARB( GL_POINT_SIZE_MIN_ARB, 0.1f );
glPointParameterfARB( GL_POINT_SIZE_MAX_ARB, maxSize );

glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE );

glEnable( GL_POINT_SPRITE_ARB );

glScalef(0.75,1,1);
glTranslatef(0.00,0.0,-1.0);
glScalef(0.5,0.5,0.5);
glRotatef(counter*0.1+0.5,1.0,1.0,0.0);

glBegin( GL_POINTS );

for( int i = 0; i < 100; ++i )
{
    glColor4f( i%10*0.1, i/10*0.1, 0.5, 1.0f );

    glVertex3f( i%10*0.2-1.0,i/10*0.2-1.0,
    ((i%10-5)*(i%10-5)+(i/10-5)*(i/10-5))*0.01 );
}

glEnd();

glDisable( GL_POINT_SPRITE_ARB );
4

4 回答 4

6

以下是我如何使我的穷人缩放点大小的方法:

void render() {
    glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
    glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
    glEnable(GL_POINT_SPRITE);
    glActiveTexture(GL_TEXTURE0);
    glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);

    /* Activate shader program here */
    /* Send pointSize to shader program */

    glBegin(GL_POINTS);
        /* Render points here */
        glVertex3f(...);
    glEnd(GL_POINTS);
}

顶点着色器:

uniform float pointSize;
void main() {
    gl_Position = ftransform();
    gl_PointSize = pointSize / gl_Position.w;
}

您可以在片段着色器中做任何您想做的事情,但您必须自己计算颜色、光照和纹理。

于 2009-06-24T15:24:08.737 回答
2

除了 GLSL,通过距离衰减做你想做的事情非常简单。看到事物的投影尺寸如何随着透视投影中的距离二次减小,您只需要使用二次因子即可。

如果您想使用手动设置的点大小,例如距离眼睛 150 个单位,只需使用 1/(150^2) 作为二次因子(常数和线性因子为零 - 如果有的话,您可能希望使用一些小的数字(例如 0.01)作为常数因子,以避免潜在的除以零)。

于 2011-03-31T07:10:34.453 回答
1

以我的经验,点大小衰减不值得麻烦。您最好编写一个非常简单的 GLSL 顶点着色器,根据您自己执行的一些计算手动设置点大小。我花了大约半天的时间从头开始学习实现这一目标所需的所有 GLSL。

GLSL 代码可能就像这几行一样简单:

attribute float psize;

void main()
{   
    gl_FrontColor = gl_Color;
    gl_PointSize = psize;
    gl_Position = ftransform();
}

psize用户选择的磅值参数在哪里。

于 2009-05-26T11:06:07.523 回答
0

只需在 pmviewer.sourceforge.net 中查看代码使用点精灵,每个点都有自己的颜色和大小来模拟体积渲染:顶点着色器是:

顶点着色器

  // with ATI hardware, uniform variable MUST be used by output
    // variables. That's why win_height is used by gl_FrontColor
    attribute float a_hsml1;
    uniform float win_height;
    uniform vec4 cameralocin;
    void main()
    {
    vec4 position=gl_ModelViewMatrix*gl_Vertex;
    vec4 cameraloc=gl_ModelViewMatrix*cameralocin;
    float d=distance(vec3(cameraloc),vec3(position));
    float a_hsml=gl_Normal.x;
    float pointSize=win_height*a_hsml/d; // <- point diameter in
                                        //pixels (drops like sqrt(1/r^2))
    gl_PointSize=pointSize;
    gl_TexCoord[0]=gl_MultiTexCoord0;
    gl_Position=ftransform();
    gl_FrontColor=vec4(gl_Color.r,gl_Color.g,gl_Color.b,gl_Color.a);
    }

像素着色器

uniform sampler2D splatTexture;
void main()
{
vec4 color = gl_Color * texture2D(splatTexture, gl_TexCoord[0].st);
gl_FragColor = color;\n"
}

只是将粒子发送到 gpu:

   void PutOneArrayToGPU(unsigned int m_vbo, float *hArray, unsigned int num)
{
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER,  sizeof(float) * num, hArray, GL_STATIC_DRAW);
int size = 0;
glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
if ((unsigned)size != (sizeof(float) *num))
    {
    fprintf(stderr, "WARNING: Pixel Buffer Object allocation failed!\n");
    fprintf(stderr, "TurningOff the GPU accelerated rendering\n");
    flag_GpuRender=false;
    }
return flag_GpuRender;
}

然后渲染它们:

  void DrawPointsByGPU()
    {
    glEnableClientState(GL_VERTEX_ARRAY);
    glBindBuffer(GL_ARRAY_BUFFER, m_vboPos);
    glVertexPointer(3, GL_FLOAT, 0, 0);

    glEnableClientState(GL_COLOR_ARRAY);
    glBindBuffer(GL_ARRAY_BUFFER, m_vboColor);
    glColorPointer(4, GL_FLOAT, 0, 0);

    glEnableClientState(GL_NORMAL_ARRAY);
    glBindBuffer(GL_ARRAY_BUFFER, m_vboHSML);
    glNormalPointer( GL_FLOAT, 3*sizeof(float), 0);

    glDrawArrays(GL_POINTS, 0, m_numParticles);

    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glDisableClientState(GL_NORMAL_ARRAY);
    glDisableClientState(GL_COLOR_ARRAY);
    glDisableClientState(GL_VERTEX_ARRAY);

    };
于 2012-01-25T17:39:46.620 回答