通过曲面细分着色器传递颜色
Passing colours through tessellation shaders
我正在学习曲面细分。尝试通过曲面细分着色器传递颜色。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,请参阅细分三角形的 C++ 代码片段中的 TessTriangleRainbow::points
。无论我这样做,第一个广告第二个颜色都会被忽略:
请注意,完全相同的代码和数据,但 未镶嵌 看起来没问题:
细分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);
}
曲面细分控制着色器:
#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];
}
细分评估着色器:
#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;
}
镶嵌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;
...
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。
曲面细分控制着色器:
out vec4 vertex_color[];
void main
{
// [...]
vertex_color[gl_InvocationID] = vs_color[gl_InvocationID];
}
细分评估着色器:
#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];
}
我正在学习曲面细分。尝试通过曲面细分着色器传递颜色。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,请参阅细分三角形的 C++ 代码片段中的 TessTriangleRainbow::points
。无论我这样做,第一个广告第二个颜色都会被忽略:
请注意,完全相同的代码和数据,但 未镶嵌 看起来没问题:
细分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);
}
曲面细分控制着色器:
#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];
}
细分评估着色器:
#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;
}
镶嵌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;
...
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。
曲面细分控制着色器:
out vec4 vertex_color[];
void main
{
// [...]
vertex_color[gl_InvocationID] = vs_color[gl_InvocationID];
}
细分评估着色器:
#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];
}