【发布时间】:2016-05-18 21:25:25
【问题描述】:
我使用几何着色器绘制顶点法线。一切都按预期显示,除了当我移动相机时,有些线条会部分消失。首先,我认为这是由于截头锥体的大小,但场景中的其他对象比这个更大。
如果有人能告诉我如何摆脱这种线消失的影响,我将不胜感激。
下面是我的几何着色器的代码
#version 330 core
layout (triangles) in;
layout (line_strip, max_vertices = 6) out;
in Data{
vec4 position;
vec4 t_position;
vec4 normal;
vec2 texCoord;
vec4 color;
mat4 mvp;
mat4 view;
mat4 mv;
} received[];
out Data{
vec4 color;
vec2 uv;
vec4 normal;
vec2 texCoord;
mat4 view;
} gdata;
const float MAGNITUDE = 1.5f;
void GenerateLine(int index) {
const vec4 green = vec4(0.0f, 1.0f, 0.0f, 1.0f);
const vec4 blue = vec4(0.0f, 0.0f, 1.0f, 1.0f);
gl_Position = received[index].t_position;
//gdata.color = received[index].color;
gdata.color = green;
EmitVertex();
gl_Position = received[index].t_position + received[index].normal * MAGNITUDE;
//gdata.color = received[index].color;
gdata.color = blue;
EmitVertex();
EndPrimitive();
}
void main() {
GenerateLine(0); // First vertex normal
GenerateLine(1); // Second vertex normal
GenerateLine(2); // Third vertex normal
}
顶点着色器
#version 330
layout(location = 0) in vec3 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 2) in vec3 Normal;
out Data{
vec4 position;
vec4 t_position;
vec4 normal;
vec2 texCoord;
vec4 color;
mat4 mvp;
mat4 view;
mat4 mv;
} vdata;
//MVP
uniform mat4 model;
uniform mat4 projection;
uniform mat4 view;
void main() {
vdata.position = vec4(Position, 1.0f);
vdata.normal = view * model * vec4(Normal, 0.0);
vdata.texCoord = TexCoord;
vdata.view = view;
vec4 modelColor = vec4(0.8f, 0.8f, 0.8f, 1.0f);
vdata.color = modelColor;
vdata.mvp = projection * view * model;
vdata.mv = view * model;
vdata.t_position = vdata.mvp * vdata.position;
gl_Position = vdata.t_position;
};
【问题讨论】:
-
绝对看起来像深度缓冲区剪辑。
-
我是 OpenGL 新手。你会建议如何解决它?
-
@Illia 您可能需要在顶点着色器中添加一个投影矩阵,因为您现在似乎缺少一个。
-
@Xirema 感谢您的评论,但我的顶点着色器中确实有 proj 矩阵。我刚刚添加了我的顶点着色器的代码。还是您的意思不同?
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@Illia:为什么要从顶点着色器输出 矩阵?为什么不让它们成为 GS 可以访问的制服?
标签: c++ opengl geometry-shader