我一直在跟随OpenGL 4着色语言烹饪书,并获得了带有贝塞尔曲面的茶壶渲染。我尝试的下一步是使用几何着色器在曲面上绘制线框。可在第228-230页上找到here的说明。根据给出的代码,我已经显示了线框,但是,我还有多个片段可以闪烁不同的材质颜色。
的图像我已经缩小了可能的问题,并且发现由于某种原因,当我执行三角高度计算时,我的计算得到可变边长,好像我在每个顶点的边距中硬编码值在几何着色器中的三角形中,茶壶不再闪烁,但线框显示也没有。 (下面的地理着色器中的变量ha,hb,hc)
我想知道是否有人之前遇到过这个问题或者意识到解决方法。
以下是我的代码的一些部分:
几何着色器:
/*
* Geometry Shader
*
* CSCI 499, Computer Graphics, Colorado School of Mines
*/
#version 410 core
layout( triangles ) in;
layout( triangle_strip, max_vertices = 3 ) out;
out vec3 GNormal;
out vec3 GPosition;
out vec3 ghalfwayVec;
out vec3 GLight;
noperspective out vec3 GEdgeDistance;
in vec4 TENormal[];
in vec4 TEPosition[];
in vec3 halfwayVec[];
in vec3 TELight[];
uniform mat4 ViewportMatrix;
void main() {
// Transform each vertex into viewport space
vec3 p0 = vec3(ViewportMatrix * (gl_in[0].gl_Position / gl_in[0].gl_Position.w));
vec3 p1 = vec3(ViewportMatrix * (gl_in[1].gl_Position / gl_in[1].gl_Position.w));
vec3 p2 = vec3(ViewportMatrix * (gl_in[2].gl_Position / gl_in[2].gl_Position.w));
// Find the altitudes (ha, hb and hc)
float a = length(p1 - p2);
float b = length(p2 - p0);
float c = length(p1 - p0);
float alpha = acos( (b*b + c*c - a*a) / (2.0*b*c) );
float beta = acos( (a*a + c*c - b*b) / (2.0*a*c) );
float ha = abs( c * sin( beta ) );
float hb = abs( c * sin( alpha ) );
float hc = abs( b * sin( alpha ) );
// Send the triangle along with the edge distances
GEdgeDistance = vec3( ha, 0, 0 );
GNormal = vec3(TENormal[0]);
GPosition = vec3(TEPosition[0]);
gl_Position = gl_in[0].gl_Position;
EmitVertex();
GEdgeDistance = vec3( 0, hb, 0 );
GNormal = vec3(TENormal[1]);
GPosition = vec3(TEPosition[1]);
gl_Position = gl_in[1].gl_Position;
EmitVertex();
GEdgeDistance = vec3( 0, 0, hc );
GNormal = vec3(TENormal[2]);
GPosition = vec3(TEPosition[2]);
gl_Position = gl_in[2].gl_Position;
EmitVertex();
EndPrimitive();
ghalfwayVec = halfwayVec[0];
GLight = TELight[0];
}
Fragment Shader:
/*
* Fragment Shader
*
* CSCI 441, Computer Graphics, Colorado School of Mines
*/
#version 410 core
in vec3 ghalfwayVec;
in vec3 GLight;
in vec3 GNormal;
in vec3 GPosition;
noperspective in vec3 GEdgeDistance;
layout( location = 0 ) out vec4 FragColor;
uniform vec3 mDiff, mAmb, mSpec;
uniform float shininess;
uniform light {
vec3 lAmb, lDiff, lSpec, lPos;
};
// The mesh line settings
uniform struct LineInfo {
float Width;
vec4 Color;
} Line;
vec3 phongModel( vec3 pos, vec3 norm ) {
vec3 lightVec2 = normalize(GLight);
vec3 normalVec2 = -normalize(GNormal);
vec3 halfwayVec2 = normalize(ghalfwayVec);
float sDotN = max( dot(lightVec2, normalVec2), 0.0 );
vec4 diffuse = vec4(lDiff * mDiff * sDotN, 1);
vec4 specular = vec4(0.0);
if( sDotN > 0.0 ) {
specular = vec4(lSpec * mSpec * pow( max( 0.0, dot( halfwayVec2, normalVec2 ) ), shininess ),1);
}
vec4 ambient = vec4(lAmb * mAmb, 1);
vec3 fragColorOut = vec3(diffuse + specular + ambient);
// vec4 fragColorOut = vec4(0.0,0.0,0.0,0.0);
return fragColorOut;
}
void main() {
// /*****************************************/
// /******* Final Color Calculations ********/
// /*****************************************/
// The shaded surface color.
vec4 color=vec4(phongModel(GPosition, GNormal), 1.0);
// Find the smallest distance
float d = min( GEdgeDistance.x, GEdgeDistance.y );
d = min( d, GEdgeDistance.z );
// Determine the mix factor with the line color
float mixVal = smoothstep( Line.Width - 1, Line.Width + 1, d );
// float mixVal = 1;
// Mix the surface color with the line color
FragColor = vec4(mix( Line.Color, color, mixVal ));
FragColor.a = 1;
}
答案 0 :(得分:0)
我最终绊倒了我的问题的解决方案。在几何着色器中,我在结束基元之后传递了中间向量和光向量,因此,这些向量的值从未被正确地发送到片段着色器。由于没有给片段着色器提供数据,因此使用了垃圾值,Phong着色模型使用随机值来计算片段颜色。将EndPrimative()之后的两行移动到几何着色器中主函数的顶部解决了该问题。