【发布时间】:2021-02-21 16:16:32
【问题描述】:
我是着色器的新手,我一直在搞乱网站着色器。我正在尝试理解图形(和图形管道),例如画线、插值、光栅化等……我编写了两个线函数,如果处理的像素在线,则返回颜色。这是使用片段着色器的shadertoy代码
struct Vertex {
vec2 p;
vec4 c;
};
vec4 overlay(vec4 c1, vec4 c2) {
return vec4((1.0 - c2.w) * c1.xyz + c2.w * c2.xyz, 1.0);
}
vec4 drawLineA(Vertex v1, Vertex v2, vec2 pos) {
vec2 a = v1.p;
vec2 b = v2.p;
vec2 r = floor(pos);
vec2 diff = b - a;
if (abs(diff.y) < abs(diff.x)) {
if (diff.x < 0.0) {
Vertex temp1 = v1;
Vertex temp2 = v2;
v1 = temp2;
v2 = temp1;
a = v1.p;
b = v2.p;
diff = b - a;
}
float m = diff.y / diff.x;
float q = r.x - a.x;
if (floor(m * q + a.y) == r.y && a.x <= r.x && r.x <= b.x) {
float h = q / diff.x;
return vec4((1.0 - h) * v1.c + h * v2.c);
}
} else {
if (diff.y < 0.0) {
Vertex temp1 = v1;
Vertex temp2 = v2;
v1 = temp2;
v2 = temp1;
a = v1.p;
b = v2.p;
diff = b - a;
}
float m = diff.x / diff.y;
float q = r.y - a.y;
if (floor(m * q + a.x) == r.x && a.y <= r.y && r.y <= b.y) {
float h = q / diff.y;
return vec4((1.0 - h) * v1.c + h * v2.c);
}
}
return vec4(0,0,0,0);
}
vec4 drawLineB(Vertex v1, Vertex v2, vec2 pos) {
vec2 a = v1.p;
vec2 b = v2.p;
vec2 l = b - a;
vec2 r = pos - a;
float h = dot(l,r) / dot (l,l);
vec2 eC = a + h * l;
if (floor(pos) == floor(eC) && 0.0 <= h && h <= 1.0 ) {
return vec4((1.0 - h) * v1.c + h * v2.c);
}
return vec4(0,0,0,0);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float t = iTime;
float r = 300.0;
Vertex v1 = Vertex(vec2(400,225), vec4(1,0,0,1));
Vertex v2 = Vertex(vec2(400.0 + r*cos(t) ,225.0 + r*sin(t)), vec4(0,1,0,1));
vec4 col = vec4(0,0,0,1);
col = overlay(col,drawLineA(v1, v2, fragCoord));
col = overlay(col,drawLineB(v1, v2, fragCoord));
// Output to screen
fragColor = col;
}
但是,我一直在使用的线条并不快或使用抗锯齿。哪个是抗锯齿和锯齿线最快的算法,我应该如何实现它谢谢。
【问题讨论】:
标签: graphics glsl shader line fragment-shader