繁体   English   中英

有没有办法在顶点着色器的一个点的位置用片段着色器绘制一个圆?

[英]Is there a way to draw a circle with the fragment shader at the position of a point from the vertex shader?

所以我在某个……嗯……屏幕的点上画一个点,然后四处移动。 我的顶点着色器看起来像这样。

private final String vertexShaderCode =
     "attribute vec4 vPosition;" +
                "uniform mat4 Projection; \n" +
                "uniform mat4 ModelView; \n" +
                "void main() {" +
                        "  gl_Position = Projection * ModelView * vPosition;" +
                        "  gl_PointSize = 900.0; " +
                        "}"; 

我想要实现的是然后围绕这个顶点的位置渲染一个圆圈。 为此,我正在使用片段着色器:

 private final String fragmentShaderCode =
        "precision highp float; \n" +
                "uniform vec2 aCirclePosition; \n" +
                "uniform float aRadius; \n" +
                "uniform vec4 aColor; \n" +
                "const float threshold = 0.3;\n" +
                "void main() \n" +
                "{ \n" +
                "   float d, dist;\n" +
                "   dist = distance(aCirclePosition, gl_FragCoord.xy);\n" +
                "   if(dist == 0.)\n" +
                "       dist = 1.;\n" +
                "   d = aRadius / dist;\n" +
                "   if(d >= 1.)\n" +
                "        gl_FragColor = aColor;\n" +
                "   else if(d >= 1. - threshold) \n" +
                "   {\n" +
                "        float a = (d - (1. - threshold)) / threshold;\n" +
                "        gl_FragColor = vec4(0., 0., 0., 1.); \n" +
                "    }\n" +
                "    else\n" +
                "        gl_FragColor = vec4(aColor.r, aColor.g, aColor.b, 0.);\n" +
                "} \n";

如本例所示: https : //gist.github.com/beetsolutions/9c343f86ec44987de4550cada118e560

然而,这样绘制的圆将始终保持在屏幕上的静态位置,与我使用的一个顶点的实际位置无关。 有什么方法可以将这两个职位联系起来或以任何其他方式实现我想要做的事情吗?

我的想法是在顶点着色器中使用一个“可变”变量来保持位置,但是这似乎不起作用,因为它们使用不同的空间,(我相信顶点着色器中的 gl_position 在剪辑空间中,而片段着色器使用实际屏幕坐标,但我不确定那里),我不知道如何转换它们。

有人可以帮助我或为我指出解决该问题的正确方向吗? 我真的刚开始使用 openGL,所以请告诉我这里是否有一些基本的东西。

计算顶点着色器中点的窗口坐标。 为此,您必须知道视口的大小( uResolution )。 将点的位置传递给片段着色器 ( pointPos ):

precision mediump float;

attribute vec4 vPosition;
varying   vec2 pointPos;
uniform   vec2 uResolution; // = (window-width, window-height)
uniform   mat4 Projection;
uniform   mat4 ModelView;

void main()
{
    gl_Position  = Projection * ModelView * vPosition;
    gl_PointSize = 900.0;

    vec2 ndcPos = gl_Position.xy / gl_Position.w;
    pointPos    = uResolution * (ndcPos*0.5 + 0.5);
}

在片段着色器中使用点的位置 ( pointPos ) 而不是统一的aCirclePosition

如果你想把这个点重新指向一个圆形区域,那么你可以使用discard关键字来防止片段着色器输出:

precision highp float;

varying vec2  pointPos;
uniform float aRadius;
uniform vec4  aColor;

const float threshold = 0.3;

void main()
{
    float dist = distance(pointPos, gl_FragCoord.xy);
    if (dist > aRadius)
        discard;

    float d = dist / aRadius;
    vec3 color = mix(aColor.rgb, vec3(0.0), step(1.0-threshold, d));

    gl_FragColor = vec4(color, 1.0);
}

请注意,点图元的varying变量没有内插,因为varying变量是在渲染的图元上内插的,但一个点只有一个坐标。

请参阅OpenGL ES 2.0 完整规范; 3.3 积分; 第 51 页

[...] 在光栅化一个点时产生的所有片段都分配有相同的关联数据,这些数据是与该点对应的顶点的数据。


请参阅以下 WebGL 示例,其中我使用了答案中的着色器:

 var gl; var prog; var bufObj = {}; var ShaderProgram = {}; function renderScene(){ var canvas = document.getElementById( "ogl-canvas" ); var vp = [canvas.width, canvas.height]; gl.viewport( 0, 0, canvas.width, canvas.height ); gl.enable( gl.DEPTH_TEST ); gl.clearColor( 0.0, 0.0, 1.0, 1.0 ); gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT ); ShaderProgram.Use( progDraw ); ShaderProgram.SetUniformF1( progDraw, "aRadius", 50 ) ShaderProgram.SetUniformF2( progDraw, "uResolution", [canvas.width, canvas.height] ) ShaderProgram.SetUniformF4( progDraw, "aColor", [1.0, 1.0, 0.0, 1.0] ) gl.enableVertexAttribArray( progDraw.inPos ); gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos ); gl.vertexAttribPointer( progDraw.inPos, 2, gl.FLOAT, false, 0, 0 ); gl.drawArrays( gl.POINTS, 0, 5 ); gl.disableVertexAttribArray( progDraw.pos ); requestAnimationFrame(renderScene); } function initScene() { var canvas = document.getElementById( "ogl-canvas"); gl = canvas.getContext( "experimental-webgl" ); if ( !gl ) return; progDraw = ShaderProgram.Create( [ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER }, { source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER } ] ); progDraw.inPos = gl.getAttribLocation( progDraw, "vPosition" ); if ( prog == 0 ) return; var pos = [ 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0 ]; bufObj.pos = gl.createBuffer(); gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos ); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( pos ), gl.STATIC_DRAW ); } ShaderProgram.Create = function( shaderList ) { var shaderObjs = []; for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) { var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage ); if ( shderObj == 0 ) return 0; shaderObjs.push( shderObj ); } var progObj = this.LinkProgram( shaderObjs ) if ( progObj != 0 ) { progObj.attribIndex = {}; var noOfAttributes = gl.getProgramParameter( progObj, gl.ACTIVE_ATTRIBUTES ); for ( var i_n = 0; i_n < noOfAttributes; ++ i_n ) { var name = gl.getActiveAttrib( progObj, i_n ).name; progObj.attribIndex[name] = gl.getAttribLocation( progObj, name ); } progObj.unifomLocation = {}; var noOfUniforms = gl.getProgramParameter( progObj, gl.ACTIVE_UNIFORMS ); for ( var i_n = 0; i_n < noOfUniforms; ++ i_n ) { var name = gl.getActiveUniform( progObj, i_n ).name; progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name ); } } return progObj; } ShaderProgram.AttributeIndex = function( progObj, name ) { return progObj.attribIndex[name]; } ShaderProgram.UniformLocation = function( progObj, name ) { return progObj.unifomLocation[name]; } ShaderProgram.Use = function( progObj ) { gl.useProgram( progObj ); } ShaderProgram.SetUniformI1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1i( progObj.unifomLocation[name], val ); } ShaderProgram.SetUniformF1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1f( progObj.unifomLocation[name], val ); } ShaderProgram.SetUniformF2 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform2fv( progObj.unifomLocation[name], arr ); } ShaderProgram.SetUniformF3 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform3fv( progObj.unifomLocation[name], arr ); } ShaderProgram.SetUniformF4 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform4fv( progObj.unifomLocation[name], arr ); } ShaderProgram.SetUniformM33 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix3fv( progObj.unifomLocation[name], false, mat ); } ShaderProgram.SetUniformM44 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix4fv( progObj.unifomLocation[name], false, mat ); } ShaderProgram.CompileShader = function( source, shaderStage ) { var shaderScript = document.getElementById(source); if (shaderScript) { source = ""; var node = shaderScript.firstChild; while (node) { if (node.nodeType == 3) source += node.textContent; node = node.nextSibling; } } var shaderObj = gl.createShader( shaderStage ); gl.shaderSource( shaderObj, source ); gl.compileShader( shaderObj ); var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS ); if ( !status ) alert(gl.getShaderInfoLog(shaderObj)); return status ? shaderObj : 0; } ShaderProgram.LinkProgram = function( shaderObjs ) { var prog = gl.createProgram(); for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh ) gl.attachShader( prog, shaderObjs[i_sh] ); gl.linkProgram( prog ); status = gl.getProgramParameter( prog, gl.LINK_STATUS ); if ( !status ) alert("Could not initialise shaders"); gl.useProgram( null ); return status ? prog : 0; } initScene(); renderScene();
 <script id="draw-shader-vs" type="x-shader/x-vertex"> precision mediump float; attribute vec4 vPosition; varying vec2 pointPos; uniform vec2 uResolution; void main() { gl_PointSize = 100.0; gl_Position = vPosition; vec2 ndcPos = gl_Position.xy / gl_Position.w; pointPos = uResolution * (ndcPos*0.5 + 0.5); } </script> <script id="draw-shader-fs" type="x-shader/x-fragment"> precision highp float; varying vec2 pointPos; uniform float aRadius; uniform vec4 aColor; const float threshold = 0.3; void main() { float dist = distance(pointPos, gl_FragCoord.xy); if (dist > aRadius) discard; float d = dist / aRadius; vec3 color = mix(aColor.rgb, vec3(0.0), step(1.0-threshold, d)); gl_FragColor = vec4(color, 1.0); } </script> <canvas id="ogl-canvas" style="border: none;" width="256" height="256"></canvas>

暂无
暂无

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM