use*_*682 14 geometry drawing glsl
我是着色器编程的新手.我想用glsl绘制一个圆圈.我使用了一个带有尺寸的点并试图过滤掉半径之外的点.(改变alpha值).代码如下:
片段着色器:
#version 130
varying vec2 textureCoordinate;
const float circleBorderWidth = 0.08;//for anti aliasing
void main() {
float d = smoothstep(circleBorderWidth,0.1, 1.0-length(textureCoordinate));
gl_FragColor = vec4(0.0, 1.0, 0.0, d);
}
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顶点着色器:
#version 130
attribute vec4 coord3d;
attribute vec2 varPos;
varying vec2 textureCoordinate;
void
main()
{
textureCoordinate = varPos;
gl_FrontColor = gl_Color;
gl_Position = vec4(coord3d.xyz,1.);
gl_PointSize = coord3d.w;
}
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数据:
float pos[] = {
-1, -1,
-1, 1,
1, 1,
1, -1,
};
float vertices[]={0.0,0.0f,0.0f,100.0f};
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绘制方法:
void drawScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
program->makeCurrent();
glEnable(GL_POINT_SMOOTH);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glEnable(GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (varPosAttrib>=0) {
glVertexAttribPointer( varPosAttrib, 2, GL_FLOAT, GL_FALSE,
0, pos ); // -->varPos in Vertex Shader.
glEnableVertexAttribArray( varPosAttrib );
}
if (posAttrib>=0) {
glVertexAttribPointer(posAttrib, 4, GL_FLOAT, GL_FALSE, 0, vertices); // -->coord3d in vertex shader
glEnableVertexAttribArray(posAttrib);
glDrawArrays(GL_POINTS, 0, 1);
}
glDisable(GL_POINT_SMOOTH);
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
glDisable(GL_BLEND);
program->release();
glutSwapBuffers(); //Send the 3D scene to the screen
}
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如果我d在下一行(在片段着色器中)替换为1.0,则会导致绘制正方形:
gl_FragColor = vec4(0.0, 1.0, 0.0, d); // -> if d is replaced by 1.0
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我试图取代X和Y值gl_FragColor与textureCoordinate.x和textureCoordinate.y.结果是黑色的(所以我假设值为0.0).我不明白的是,如果我的长度textureCoordinate超过它总是1.0.(通过替换值来实验 gl_fragcolor).我无法弄清楚我在这里做错了什么.我期待textureCoordinate值相对于传入的data(varPos)进行插值.
Mon*_*key 11
这是我目前的尝试.它的工作原理是它绘制一个光滑边框的光盘.我使用距离场方法即.我计算了光盘边界的距离
片段着色器
#version 110
varying vec2 uv;
void
main() {
float border = 0.01;
float radius = 0.5;
vec4 color0 = vec4(0.0, 0.0, 0.0, 1.0);
vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0);
vec2 m = uv - vec2(0.5, 0.5);
float dist = radius - sqrt(m.x * m.x + m.y * m.y);
float t = 0.0;
if (dist > border)
t = 1.0;
else if (dist > 0.0)
t = dist / border;
gl_FragColor = mix(color0, color1, t);
}
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顶点着色器
#version 110
varying vec2 uv;
void
main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
uv = vec2(gl_MultiTexCoord0);
}
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它意味着在四边形上绘制纹理坐标(-0.5,-0.5)x(0.5,0.5)
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