最简单的几何着色器(Geometry Shader)【OpenGL】【GLSL】

发表于2018-02-07
评论0 2k浏览
下面给大家接一个最简单的几何着色器,以绘制模型的法线的为例,效果如图:

Torus:

Dragon:

关键代码如下:

1.顶点着色器
static const char * vs_source[] =  
{  
    "#version 410 core                                                  \n"  
    "                                                                   \n"  
    "layout (location = 0) in vec4 position;                            \n"  
    "layout (location = 1) in vec3 normal;                              \n"  
    "                                                                   \n"  
    "out VS_OUT                                                         \n"  
    "{                                                                  \n"  
    "    vec3 normal;                                                   \n"  
    "    vec4 color;                                                    \n"  
    "} vs_out;                                                          \n"  
    "                                                                   \n"  
    "void main(void)                                                    \n"  
    "{                                                                  \n"  
    "    gl_Position = position;                                        \n"  
    "    vs_out.color = position * 2.0 + vec4(0.5, 0.5, 0.5, 0.0);      \n"  
    "    vs_out.normal = normalize(normal);                             \n"  
    "}                                                                  \n"  
};  

2.几何着色器
       static const char * gs_source[] =  
"#version 410 core                                                      \n"  
"                                                                       \n"  
"layout (triangles) in;                                                 \n" // 输入的图元类型    
"layout (line_strip, max_vertices = 7) out;                             \n" // 输出的图元类型和最大的顶点数    
"                                                                       \n"  
"uniform mat4 mv_matrix;                                                \n"  
"uniform mat4 proj_matrix;                                              \n"  
"                                                                       \n"  
"in VS_OUT                                                              \n" // 顶点着色器输出的顶点属性    
"{                                                                      \n"  
"    vec3 normal;                                                       \n"  
"    vec4 color;                                                        \n"  
"} gs_in[];                                                             \n"  
"                                                                       \n"  
"out GS_OUT                                                             \n" // 几何着色器输出的顶点属性    
"{                                                                      \n"  
"    vec3 normal;                                                       \n"  
"    vec4 color;                                                        \n"  
"} gs_out;                                                              \n"  
"                                                                       \n"  
"uniform float normal_length = 0.4;                                     \n"  
"                                                                       \n"  
"void main(void)                                                        \n"  
"{                                                                      \n"  
"    mat4 mvp = proj_matrix * mv_matrix;                                \n"  
"    vec3 ab = gl_in[1].gl_Position.xyz - gl_in[0].gl_Position.xyz;     \n"  
"    vec3 ac = gl_in[2].gl_Position.xyz - gl_in[0].gl_Position.xyz;     \n"  
"    vec3 face_normal = normalize(cross(ab, ac));                      \n"  
"                                                                       \n"  
"    vec4 tri_centroid = (gl_in[0].gl_Position +                        \n"  
"                         gl_in[1].gl_Position +                        \n"  
"                         gl_in[2].gl_Position) / 3.0;                  \n"  
"                                                                       \n"  
"    gl_Position = mvp * tri_centroid;                                  \n"  
"    gs_out.normal = gs_in[0].normal;                                   \n"  
"    gs_out.color = gs_in[0].color;                                     \n"  
"    EmitVertex();                                                      \n"     // 生成新顶点    
"                                                                       \n"  
"    gl_Position = mvp * (tri_centroid +                                \n" // 三角图元的中心法线    
"                         vec4(face_normal * normal_length, 0.0));      \n"  
"    gs_out.normal = gs_in[0].normal;                                   \n"  
"    gs_out.color = gs_in[0].color;                                     \n"  
"    EmitVertex();                                                      \n"  
"    EndPrimitive();                                                    \n"     // 结束本图元(以下为新图元)    
"                                                                       \n"  
//"    gl_Position = mvp * gl_in[0].gl_Position;                          \n"   // 第一个顶点的法线    
//"    gs_out.normal = gs_in[0].normal;                                   \n"    
//"    gs_out.color = gs_in[0].color;                                     \n"    
//"    EmitVertex();                                                      \n"    
//"                                                                       \n"    
//"    gl_Position = mvp * (gl_in[0].gl_Position +                        \n"    
//"                         vec4(gs_in[0].normal * normal_length, 0.0));  \n"    
//"    gs_out.normal = gs_in[0].normal;                                   \n"    
//"    gs_out.color = gs_in[0].color;                                     \n"    
//"    EmitVertex();                                                      \n"    
//"    EndPrimitive();                                                    \n"    
"                                                                       \n"  
"    gl_Position = mvp * gl_in[0].gl_Position;                          \n" // 三角形的三个顶点    
"    gs_out.normal = gs_in[0].normal;                                   \n"  
"    gs_out.color = vec4(1.);                                     \n"  
"    EmitVertex();                                                      \n"  
"                                                                       \n"  
"    gl_Position = mvp * gl_in[1].gl_Position;                          \n"  
"    gs_out.normal = gs_in[1].normal;                                   \n"  
"    gs_out.color = vec4(1.);                                     \n"  
"    EmitVertex();                                                      \n"  
"                                                                       \n"  
"    gl_Position = mvp * gl_in[2].gl_Position;                          \n"  
"    gs_out.normal = gs_in[2].normal;                                   \n"  
"    gs_out.color = vec4(1.);                                     \n"  
"    EmitVertex();                                                      \n"  
"    EndPrimitive();                                                    \n"  
"}                                                                      \n"  
;  

3.片元着色器
static const char * fs_source[] =  
{  
    "#version 410 core                                                  \n"  
    "                                                                   \n"  
    "out vec4 color;                                                    \n"  
    "                                                                   \n"  
    "in GS_OUT                                                          \n"  
    "{                                                                  \n"  
    "    vec3 normal;                                                   \n"  
    "    vec4 color;                                                    \n"  
    "} fs_in;                                                           \n"  
    "                                                                   \n"  
    "void main(void)                                                    \n"  
    "{                                                                  \n"  
    "    color = fs_in.color * abs(normalize(fs_in.normal).z);            \n"  
    "}                                                                  \n"  
};  

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