参考:这里
在顶点和片段着色器之间有一个可选的几何着色器(Geometry Shader),几何着色器的输入是一个图元(如点或三角形)的一组顶点。几何着色器可以在顶点发送到下一着色器阶段之前对它们随意变换。然而,几何着色器最有趣的地方在于,它能够将(这一组)顶点变换为完全不同的图元,并且还能生成比原来更多的顶点。
详细参考链接!
程序代码:
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// build and compile shaders
// -------------------------
Shader shader("Shaders/Learn26_Geometry.vs", "Shaders/Learn26_Geometry.fs", "Shaders/Learn26_Geometry.gs");
float points[] = {
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // 左上
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // 右上
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // 右下
-0.5f, -0.5f, 1.0f, 1.0f, 0.0f // 左下
};
// cube VAO
unsigned int cubeVAO, cubeVBO;
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &cubeVBO);
glBindVertexArray(cubeVAO);
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), &points, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(2*sizeof(float)));
// shader configuration
// --------------------
//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// render
// ------
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.use();
glBindVertexArray(cubeVAO);
glDrawArrays(GL_POINTS, 0, 4);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &cubeVAO);
glDeleteBuffers(1, &cubeVBO);
glfwTerminate();
return 0;
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
顶点着色器:
#version 330 core
layout(location=0)in vec2 aPos;
layout(location=1)in vec3 aColor;
out VS_OUT {
vec3 color;
} vs_out;
void main()
{
gl_Position = vec4(aPos.x,aPos.y,0.0,1.0);
vs_out.color=aColor;
}
几何着色器:
#version 330 core
layout(points)in;
layout(triangle_strip,max_Vertices=5)out;
in VS_OUT {
vec3 color;
} gs_in[];
out vec3 fColor;
void buildHouse(vec4 position)
{
fColor=gs_in[0].color;
gl_Position=position+vec4(-0.2,-0.2,0.0,0.0);//左下
EmitVertex();
gl_Position=position+vec4(0.2,-0.2,0.0,0.0);//右下
EmitVertex();
gl_Position=position+vec4(-0.2,0.2,0.0,0.0);//左上
EmitVertex();
gl_Position=position+vec4(0.2,0.2,0.0,0.0);//右上
EmitVertex();
gl_Position=position+vec4(0.0,0.4,0.0,0.0);//顶
fColor=vec3(1.0);
EmitVertex();
EndPrimitive();
}
void main()
{
buildHouse(gl_in[0].gl_Position);
}
片元着色器:
#version 330 core
out vec4 fragColor;
in vec3 fColor;
void main()
{
fragColor = vec4(fColor, 1.0);
}

还可以在几何着色器里做爆炸效果:根据法线外扩或收缩三角形(三角形分离效果),不同于顶点着色器的顶点沿法线外扩和收缩(模型放大或收缩,特殊除外,比如立方体,会造成分离效果,边缘不光滑)
程序代码:
//顺序不能错
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <learnopengl/Shader.h>
#include <learnopengl/Camera.h>
#include <learnopengl/Model.h>
#include <iostream>
using namespace std;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void mouse_callback(GLFWwindow* window, double x, double y);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
unsigned int loadTexture(const char* path);
const int SCR_WIDTH = 800;
const int SCR_HEIGHT = 600;
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2, lastY = SCR_WIDTH / 2;
bool firstMouse = true;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
int main()
{
//Init
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "hahaha", NULL, NULL);
if (window == NULL)
{
cout << "Failed to create GLFW window !" << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
cout << "Failed to init GLAD !" << endl;
}
//configure
glEnable(GL_DEPTH_TEST);
//反转贴图Y轴
//stbi_set_flip_vertically_on_load(true);
//隐藏光标
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
//build and compile shader
Shader shader("Shaders/Learn17.vs", "Shaders/Learn17.fs","Shaders/Learn26_Geometry.gs");
Model ourModel("Models/1/nanosuit.obj");
//render loop
while (!glfwWindowShouldClose(window))
{
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
//input
processInput(window);
//render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.use();
shader.setVec3("viewPos", camera.Position);
shader.setVec3("dirLight.direction", glm::vec3(sin(glfwGetTime()*5),0.0f, cos(glfwGetTime() * 5)));
shader.setVec3("dirLight.ambient", 1.0f, 1.0f, 1.0f);
shader.setVec3("dirLight.diffuse", 1.0f, 1.0f, 1.0f);
shader.setVec3("dirLight.specular", 1.0f, 1.0f, 0.0f);
shader.setFloat("material.shininess", 32);
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
shader.setMat4("projection", projection);
shader.setMat4("view", view);
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, -5.0f, -10.0f));
model = glm::scale(model, glm::vec3(1.0f, 1.0f, 1.0f));
shader.setMat4("model", model);
shader.setFloat("time",glfwGetTime());
ourModel.Draw(shader);
//swap buffer
glfwSwapBuffers(window);
//call event
glfwPollEvents();
}
//terminate clearing all previously allocated GLFW resources
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
}
void mouse_callback(GLFWwindow* window, double x, double y)
{
if (firstMouse)
{
lastX = x;
lastY = y;
firstMouse = false;
}
float xoffset = x - lastX;
float yoffset = lastY - y;
lastX = x;
lastY = y;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
unsigned int loadTexture(const char* path)
{
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//load
int width, height, channels;
auto data = stbi_load(path, &width, &height, &channels, 0);
if (data)
{
//根据通道数判断图片格式
GLenum format;
if (channels == 1)
format = GL_RED;
if (channels == 3)
format = GL_RGB;
if (channels == 4)
format = GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
cout << "failed to load texture!" << path << endl;
}
stbi_image_free(data);
return textureID;
}
顶点着色器:
#version 330 core
layout(location=0)in vec3 aPos;
layout(location=1)in vec3 aNormal;
layout(location=2)in vec2 aTexcoord;
out vec3 normal;
out vec3 fragPos;
out VS_OUT {
vec2 texCoords;
} vs_out;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position=projection*view*model*vec4(aPos,1.0);
fragPos=vec3(model*vec4(aPos,1.0));
normal=mat3(transpose(inverse(model)))*aNormal;
uv=aTexcoord;
}
几何着色器:
#version 330 core
layout(triangles)in;
layout(triangle_strip,max_Vertices=3)out;
in VS_OUT {
vec2 texCoords;
} gs_in[];
uniform float time;
out vec2 uv;
vec3 GetNormal()
{
vec3 a = vec3(gl_in[0].gl_Position) - vec3(gl_in[1].gl_Position);
vec3 b = vec3(gl_in[2].gl_Position) - vec3(gl_in[1].gl_Position);
return normalize(cross(a,b));
}
vec4 explode(vec4 position,vec3 normal)
{
float magintude=2.0;
vec3 direction=normal*magintude*(sin(time)+1)/2;
return position+vec4(direction,0.0);
}
void main()
{
vec3 normal = GetNormal();
gl_Position=explode(gl_in[0].gl_Position,normal);
uv=gs_in[0].texCoords;
EmitVertex();
gl_Position=explode(gl_in[1].gl_Position,normal);
uv=gs_in[1].texCoords;
EmitVertex();
gl_Position=explode(gl_in[2].gl_Position,normal);
uv=gs_in[2].texCoords;
EmitVertex();
EndPrimitive();
}
片元着色器:带光照的,但没有到
#version 330 core
out vec4 fragColor;
struct Material
{
sampler2D texture_diffuse1;
sampler2D texture_specular1;
float shininess;
};
//定向光
struct DirLight
{
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Material material;
uniform DirLight dirLight;
in vec2 uv;
in vec3 normal;
in vec3 fragPos;
uniform vec3 viewPos;
vec3 CalcDirLight(DirLight light,vec3 normal,vec3 viewDir)
{
vec3 lightDir=normalize(-light.direction);
vec3 albedo= vec3(texture(material.texture_diffuse1,uv));
if(albedo==vec3(0.0))
albedo=vec3(1.0);
vec3 specularMap=vec3(texture(material.texture_specular1,uv));
//环境光
vec3 ambient=light.ambient*albedo ;
//漫反射
float dif=max(dot(normal,lightDir),0.0);
vec3 diffuse=light.diffuse*dif*albedo;
//高光
vec3 reflectDir=reflect(-lightDir,normal);
float spe=pow(max(dot(reflectDir,viewDir),0.0),material.shininess);
vec3 specular=light.specular*spe*specularMap;
return ambient+diffuse+specular;
}
void main()
{
vec3 worldNormal=normalize(normal);
vec3 viewDir=normalize(viewPos-fragPos);
//定向光
vec3 result=CalcDirLight(dirLight,worldNormal,viewDir);
fragColor=vec4(result,1.0);
}
法向量可视化:
当编写光照着色器时,你可能会最终会得到一些奇怪的视觉输出,但又很难确定导致问题的原因。光照错误很常见的原因就是法向量错误,这可能是由于不正确加载顶点数据、错误地将它们定义为顶点属性或在着色器中不正确地管理所导致的。我们想要的是使用某种方式来检测提供的法向量是正确的。检测法向量是否正确的一个很好的方式就是对它们进行可视化,几何着色器正是实现这一目的非常有用的工具。
思路是这样的:我们首先不使用几何着色器正常绘制场景。然后再次绘制场景,但这次只显示通过几何着色器生成法向量。几何着色器接收一个三角形图元,并沿着法向量生成三条线——每个顶点一个法向量。伪代码看起来会像是这样:
shader.use();
DrawScene();
normalDisplayShader.use();
DrawScene();
这次在几何着色器中,我们会使用模型提供的顶点法线,而不是自己生成,为了适配(观察和模型矩阵的)缩放和旋转,我们在将法线变换到裁剪空间坐标之前,先使用法线矩阵变换一次(几何着色器接受的位置向量是剪裁空间坐标,所以我们应该将法向量变换到相同的空间中)。这可以在顶点着色器中完成:
这里源码有问题,有两种解决方案:
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out VS_OUT {
vec3 normal;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
//源码错误
//mat3 normalMatrix = mat3(transpose(inverse(view * model)));
//vs_out.normal = normalize(vec3(projection * vec4(normalMatrix * aNormal, 0.0)));
//修改版
mat4 normalMatrix = mat4(transpose(inverse(view*model)));
vs_out.normal = projection * normalMatrix * vec4(aNormal,0.0);
}
另一网友的做法:
VS:
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 2) in vec3 aNormal;
out VS_OUT
{
vec3 normal;
} vs_out;
void main()
{
vs_out.normal = aNormal;
gl_Position = vec4(aPos,1.0f);
}
GS:
#version 330 core
layout(triangles) in;
layout(line_strip,max_vertices=6) out;
uniform float offsetMagnitude;
uniform mat4 model;
layout(std140) uniform CameraInfo
{
vec3 cameraPos;
mat4 view;
mat4 projection;
};
in VS_OUT
{
vec3 normal;
} vs_in[];
void GeneraNLine(mat3 normalMatrix,int index)
{
gl_Position = projection*view*model*gl_in[index].gl_Position;
EmitVertex();
vec4 ptOnNormal = view*model*gl_in[index].gl_Position + vec4( normalize(normalMatrix*vs_in[index].normal)*offsetMagnitude,0.0f);
gl_Position = projection*ptOnNormal;
EmitVertex();
EndPrimitive();
}
void main()
{
mat3 nMat = mat3(transpose(inverse(view*model)));
GeneraNLine(nMat,0);
GeneraNLine(nMat,1);
GeneraNLine(nMat,2);
}
变换后的裁剪空间法向量会以接口块的形式传递到下个着色器阶段。接下来,几何着色器会接收每一个顶点(包括一个位置向量和一个法向量),并在每个位置向量处绘制一个法线向量:
#version 330 core
layout (triangles) in;
layout (line_strip, max_vertices = 6) out;
in VS_OUT {
vec3 normal;
} gs_in[];
const float MAGNITUDE = 0.4;
void GenerateLine(int index)
{
gl_Position = gl_in[index].gl_Position;
EmitVertex();
gl_Position = gl_in[index].gl_Position + vec4(gs_in[index].normal, 0.0) * MAGNITUDE;
EmitVertex();
EndPrimitive();
}
void main()
{
GenerateLine(0); // 第一个顶点法线
GenerateLine(1); // 第二个顶点法线
GenerateLine(2); // 第三个顶点法线
}
像这样的几何着色器应该很容易理解了。注意我们将法向量乘以了一个MAGNITUDE向量,来限制显示出的法向量大小(否则它们就有点大了)。
因为法线的可视化通常都是用于调试目的,我们可以使用片段着色器,将它们显示为单色的线(如果你愿意也可以是非常好看的线):
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0, 1.0, 0.0, 1.0);
}
程序代码:原文复制
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <learnopengl/shader.h>
#include <learnopengl/camera.h>
#include <learnopengl/model.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// build and compile shaders
// -------------------------
Shader shader("9.3.default.vs", "9.3.default.fs");
Shader normalShader("9.3.normal_visualization.vs", "9.3.normal_visualization.fs", "9.3.normal_visualization.gs");
// load models
// -----------
stbi_set_flip_vertically_on_load(true);
Model backpack(FileSystem::getPath("resources/objects/backpack/backpack.obj"));
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// configure transformation matrices
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 1.0f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();;
glm::mat4 model = glm::mat4(1.0f);
shader.use();
shader.setMat4("projection", projection);
shader.setMat4("view", view);
shader.setMat4("model", model);
// draw model as usual
backpack.Draw(shader);
// then draw model with normal visualizing geometry shader
normalShader.use();
normalShader.setMat4("projection", projection);
normalShader.setMat4("view", view);
normalShader.setMat4("model", model);
backpack.Draw(normalShader);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
本文介绍了OpenGL中的几何着色器,它允许在顶点着色器和片段着色器之间对图元进行操作。几何着色器可以改变输入图元的形状,创建新的顶点,例如用于实现房屋模型或爆炸效果。此外,还展示了如何通过几何着色器可视化法线,以便在光照着色器出现问题时进行调试。通过这些技术,开发者可以实现更复杂的图形效果和调试工具。
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