我试图在OpenGL中设置点精灵来改变距离,就像一个广告牌精灵那样,但是我无法在GL_POINT_DISTANCE_ATTENUATION_ARB
中获取值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?我正在努力做甚么可能吗?
渲染正在使用的代码:
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 );
答案 0 :(得分:7)
这就是我如何让我的穷人缩小磅值的方法:
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执行任何操作,但您必须自己计算颜色,光照和纹理。
答案 1 :(得分:2)
如果你想使用你手动设置距离眼睛150个单位的点大小,只需使用1 /(150 ^ 2)作为二次因子(对于常数和线性因子,则为零 - - 如果有的话,你可能想要使用一些像0.01这样的小数字作为常数因子,以避免潜在的除数为零。)
答案 2 :(得分:1)
根据我的经验,点大小衰减不值得麻烦。你最好编写一个非常简单的GLSL顶点着色器,它根据你自己执行的一些计算手动设置点大小。我花了大约半天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();
}
其中psize
是用户选择的磅值参数。
答案 3 :(得分:0)
只需查看pmviewer.sourceforge.net,代码就是使用点精灵,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:
<强> vertexShader 强>
// 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);
}
<强> pixelShader 强>
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;
}
然后呈现它们:
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);
};