第一就是“layout(points) in”这行代码,表示的是几何着色器的输入图元类型,即几何着色器逐图元执行的(顶点着色器逐顶点,片元着色器逐片元);这个图元类型要与程序绘制时指定的图元类型兼容,如points对应GL_POINTS,line对应GL_LINES,triangles对应GL_TRIANGLES;第二行声明几何着色器输出图元类型是点,输出的最大顶点...
void setFloat(const std::string &name ,GLfloat value) const { glUniform1f(glGetUniformLocation(ID,name.c_str()),value); } void setVec4f(const std::string &name ,GLfloat x,GLfloat y,GLfloat z,GLfloat w) const { glUniform4f(glGetUniformLocation(ID,name.c_str()),x,y,z,w); } privat...
>下面的layout(points) in; 意思很重要,基础图元,代表输入的是点,那么在下面访问的时候只能gl_in[0],因为操作一个点相当于操作C++里的VAO,也类似houdini attribute wrangle(points)。 >顺理推如果layout(triangles)in;就是我输入的是三角形,那么可以访问下面3个顶点也就是三角形的三个顶点。 gl_in[0].positio...
gl_Position), vec3(gl_in[2].gl_Position), normal_color[0] ); dist = U_closure > 0 ? dist : abs(dist); atomicMin(SDF_data[index], FloatFlip3(dist)); } } 2.2 读取 & 三线性插值 读取就很方便了,FragmentShader和ComputeShader都可以接收SSBO。给定空间中任意一点,只需要将目标点逆变换到...
glBindVertexArray(quadVAO); glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 100); The parameters of glDrawArraysInstanced are exactly the same as glDrawArrays except the last parameter that sets the number of instances we want to draw. Since we want to display 100 quads in a 10x10 grid we set ...
layout (location = 1) in vec2 aTexCoords; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out VS_OUT { vec2 TexCoords; } vs_out; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0); ...
in vec3 VertexColor; out vec3 Color; void main() { Color = VertexColor; gl_Position = vec4( VertexPosition, 1.0); } ·in – for input parameters ·out – for outputs of the function. The returnstatement is also an option for sending the result of a function. ...
接下来的几行声明了4个attribute变量。在GL2.x中一个attribute变量通常是“attribute vec3 attrib_position;”这样来表示,在GL3.x中, 废弃了attribute关键字(以及varying关键字),属性变量统一用 in/out作为前置关键字,对每一个Shader stage来说,in表示该属性是作为输入的属性,out表示该属性是用于输...
gl_FrontFacing,判断正向还是背向,和面剔除有相同的功效,demo: 代码语言:javascript 代码运行次数:0 运行 AI代码解释 // 根据前脸还是后脸输出不同的纹理#version330core out vec4 FragColor;invec2 TexCoords;uniform sampler2D frontTexture;uniform sampler2D backTexture;voidmain(){if(gl_FrontFacing)FragColor=te...
classSimpleRender:GLSurfaceView.Renderer{privateval drawers=mutableListOf<IDrawer>()override funonSurfaceCreated(gl:GL10?,config:EGLConfig?){GLES20.glClearColor(0f,0f,0f,0f)val textureIds=OpenGLTools.createTextureIds(drawers.size)for((idx,drawer)indrawers.withIndex()){drawer.setTextureID(texture...