我正在尝试创建一个正方形并在其中间放置一个红色圆圈。正如您在简单的vert I中所见,我将map(-1,1)范围扩展为(0,1)range:
coord = position.xy*0.5 + vec2(0.5,0.5);
如果你看一下simple.frag,就有这一行:
if(abs(length(coord - vec2(0.5,0.5))) < 0.3)
因此,我期待在广场中间的红色圆圈。然而,这种情况发生了:
圆心超过(0.5,0.5)。如果我将该行更改为:
if(abs(length(coord - vec2(0.0,0.0))) < 0.3)
输出是:
圆圈的中心位于左下角。但是不应该是右上角(1,1)?圆圈也不是完美的圆圈。我错过了什么?
初始化:
Shader simpleShader("simple.vert", "simple.frag");
Shader quadShader("quad.vert", "quad.frag");
GLfloat inVertices[] = {
-1.0f, 1.0f, 0.0,
-1.0f, -1.0f, 0.0,
1.0f, -1.0f, 0.0,
-1.0f, 1.0f, 0.0,
1.0f, -1.0f, 0.0,
1.0f, 1.0f, 0.0 };
GLfloat quadVertices[] = {
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f
};
GLuint inVAO, inVBO;
glGenVertexArrays(1, &inVAO);
glGenBuffers(1, &inVBO);
glBindVertexArray(inVAO);
glBindBuffer(GL_ARRAY_BUFFER, inVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(inVertices), &inVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0);
glBindVertexArray(0);
GLuint quadVAO, quadVBO;
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glBindVertexArray(0);
GLuint textureColorbuffer;
glGenTextures(1, &textureColorbuffer);
glBindTexture(GL_TEXTURE_2D, textureColorbuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
GLuint framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
// Create a color attachment texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureColorbuffer, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!" << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
主循环;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw our first triangle
simpleShader.Use();
glBindVertexArray(inVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
quadShader.Use();
modelLoc = glGetUniformLocation(quadShader.Program, "model");
viewLoc = glGetUniformLocation(quadShader.Program, "view");
projLoc = glGetUniformLocation(quadShader.Program, "projection");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
glBindVertexArray(quadVAO);
glBindTexture(GL_TEXTURE_2D, textureColorbuffer); // Use the color attachment texture as the texture of the quad plane
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
// Swap the screen buffers
glfwSwapBuffers(window);
simple.vert:
#version 330 core
layout (location = 0) in vec3 position;
out vec2 coord;
void main(){
coord = position.xy*0.5 + vec2(0.5,0.5);
gl_Position = vec4(position, 1.0f);
}
simple.frag:
#version 330 core
in vec2 coord;
out vec4 color;
void main(){
if(abs(length(coord - vec2(0.5,0.5))) < 0.3)
color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
else
color = vec4(0.0f, 1.0f, 0.0f, 1.0f);
}
quad.vert:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec2 TexCoords;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0f);
TexCoords = texCoords;
}
quad.frag:
#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D screenTexture;
void main()
{
color = texture(screenTexture, TexCoords);
}
答案 0 :(得分:5)
绘制到纹理时,必须修改视口。如果使用窗口的视口,OpenGL会假定纹理与窗口的大小相同。因此,只有整个图像的左下角才会在纹理中结束。
所以在渲染到纹理之前:
glViewport(0, 0, 256, 256);
...并在绘制最终场景之前将其还原。