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c++ - 通过曲面 segmentation 着色器传递颜色

转载 作者:行者123 更新时间:2023-12-04 17:09:04 25 4
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我现在正在学习曲面 segmentation 。尝试通过曲面 segmentation 着色器传递颜色。就像我在这里找到的一样,最一致的答案是: Passing data through tessellation shaders to the fragment shader
到目前为止还咨询了这些资源,但还没有在我的代码中发现问题:
https://www.khronos.org/opengl/wiki/Tessellation_Control_Shader
https://www.khronos.org/opengl/wiki/Tessellation_Evaluation_Shader
由于未能通过复杂的形状,我将问题缩小到简单的基本三角形。这就是问题所在。只有最后一种、第三种颜色是从传递给着色器的三角形数据中获取的,请参阅 segmentation 三角形的 C++ 代码片段中的 TessTriangleRainbow::points。不管我怎么做,第一个广告第二个颜色都会被忽略:
enter image description here
请注意,完全相同的代码和数据但未镶嵌看起来没问题:
enter image description here
segmentation 三角形的顶点着色器:

#version 430 core
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 color;
out vec4 vs_color;

void main()
{
gl_Position = vec4(pos, 1.f);
vs_color = vec4(color, 1.f);
}

曲面 segmentation 控制着色器:

#version 430 core
layout (vertices = 3) out;
in vec4 vs_color [];
patch out vec4 patch_color;

void main()
{
gl_TessLevelOuter[0] = 10.0;
gl_TessLevelOuter[1] = 10.0;
gl_TessLevelOuter[2] = 10.0;
gl_TessLevelInner[0] = 5.0;
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;

patch_color = vs_color [gl_InvocationID];
}

segmentation 评估着色器:

#version 430 core

layout (triangles, equal_spacing, cw) in;
patch in vec4 patch_color;
out vec4 tes_color;
void main(void)
{
gl_Position= (
gl_TessCoord.x * gl_in[0].gl_Position +
gl_TessCoord.y * gl_in[1].gl_Position +
gl_TessCoord.z * gl_in[2].gl_Position );

tes_color = patch_color;
}

segmentation 三角形的片段着色器:

#version 430 core
out vec4 color;
in vec4 tes_color;
void main()
{
color = tes_color;
}

镶嵌三角形来源:

GLfloat TessTriangleRainbow::points[] =
{
//x y z r g b
-0.5f, -0.5f, 0.0f, 0.0f, 0.f, 1.f, // first xyz vertex + rgb color
0.5f, -0.5f, 0.0f, 1.0f, 0.f, 0.f, // second xyz vertex + rgb color
0.0f, 0.5f, 0.0f, 0.0f, 1.f, 0.f // third xyz vertex + rgb color
};
//The base class Tess is tesselation shader aware
//It is responsible for compiling linking the shaders
TessTriangleRainbow::TessTriangleRainbow()
: Tess ("shaders/tesselation/triangleRainbow.tcs", "shaders/tesselation/triangleRainbow.tes",
"shaders/tesselation/triangleRainbow.vs", "shaders/tesselation/triangleRainbow.fs")
{
build();
}

void TessTriangleRainbow::build()
{
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);

unsigned int vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), &points, GL_STATIC_DRAW);

//get XYZ values into location 0 on vertex shader
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);

//RGBA to location 1
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);


glBindVertexArray(0);
}
void TessTriangleRainbow::draw()
{
glUseProgram(*this); //the inherited overloaded (int) operator returns the program id
glPatchParameteri(GL_PATCH_VERTICES, 3);

glBindVertexArray(vao);
glDrawArrays(GL_PATCHES, 0, 3);
}

非镶嵌三角形的顶点着色器:

#version 430 core
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 color;
out vec4 vs_color;
void main()
{
gl_Position = vec4(pos, 1.f);
vs_color = vec4(color, 1.f);
}

非镶嵌三角形的片段着色器:

#version 430 core
out vec4 color;
in vec4 vs_color;
void main()
{
color = vs_color;
}

非镶嵌三角形源,与镶嵌三角形几乎相同:

GLfloat TriangleRainbow::points[] = identically the same as tessellated ones
//base Shape class builds the program from shaders
TriangleRainbow::TriangleRainbow()
: Shape ( "shaders/tesselation/triangleRainbow.1.vs", "shaders/tesselation/triangleRainbow.1.fs")
{
build();
}

void TriangleRainbow::build()
{
... it is identically the same as the tessellated one
}
void TriangleRainbow::draw()
{
glUseProgram(*this); //the inherited overloaded (int) operator returns the program id
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
}

主要功能部分:

    TessTriangleRainbow   tessTriRainbow;
TriangleRainbow triRainbow;
... other shapes

if (!tessTriRainbow.program.success) /*report tessellated triangle shader compile errors*/ ...
if (!triRainbow.program.success) /*report triangle shader compile errors*/ ...
...

glDisable(GL_CULL_FACE);
//glEnable(GL_DEPTH_TEST);

int currentShape = 0;
while (!glfwWindowShouldClose(window))
{
processInputs(window);
if (keyPressed) { /* change here currentShape to draw*/ ... }

glClearColor(0.f, 0.f, 1.f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

switch (currentShape)
{
case 0: triRainbow.draw(); break;
case 1: tessTriRainbow.draw(); break;
...

最佳答案

您正在使用 Per-patch output .因此图元中的所有颜色属性都变得相同(从补丁中的最后一个顶点开始):

patch out vec4 patch_color;

void main()
{
// [...]

patch_color = vs_color [gl_InvocationID];
}

如果你想要每个顶点的颜色,你必须使用 Per-vertex outputs .输出变量必须是数组。

曲面 segmentation 控制着色器:

out vec4 vertex_color[];

void main
{
// [...]

vertex_color[gl_InvocationID] = vs_color[gl_InvocationID];
}

segmentation 评估着色器:

#version 430 core

layout (triangles, equal_spacing, cw) in;
in vec4 vertex_color[];
out vec4 tes_color;

void main(void)
{
gl_Position =
gl_TessCoord.x * gl_in[0].gl_Position +
gl_TessCoord.y * gl_in[1].gl_Position +
gl_TessCoord.z * gl_in[2].gl_Position;

tes_color =
gl_TessCoord.x * vertex_color[0] +
gl_TessCoord.y * vertex_color[1] +
gl_TessCoord.z * vertex_color[2];
}

关于c++ - 通过曲面 segmentation 着色器传递颜色,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/69872712/

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