我很难通过 OpenGL ES 2.0 着色器绘制简单的线条。
我正在尝试将 glDrawArrays
与 GL_LINES
一起使用,但到目前为止我一直没有成功。
我的顶点着色器是你能得到的最基本的:
attribute vec4 Position;
attribute vec4 SourceColor;
uniform mat4 Projection;
uniform mat4 ModelView;
varying vec4 DestinationColor;
void main(void) {
DestinationColor = SourceColor;
gl_Position = Projection * ModelView * Position;
}
片段着色器:
varying lowp vec4 DestinationColor;
void main(void) {
gl_FragColor = DestinationColor;
}
我有一些疑问:
有人有例子吗?
编辑:
好的,我有以下代码:
glLineVertices[0].Position[0] = origin.x;
glLineVertices[0].Position[1] = origin.y;
glLineVertices[0].Position[2] = 0;
glLineVertices[0].Color[0] = 1.0f;
glLineVertices[0].Color[1] = 0.0f;
glLineVertices[0].Color[2] = 0.0f;
glLineVertices[0].Color[3] = 0.0f;
glLineVertices[0].Normal[0] = 0.0f;
glLineVertices[0].Normal[1] = 0.0f;
glLineVertices[0].Normal[2] = 1.0f;
glLineVertices[1].Position[0] = end.x;
glLineVertices[1].Position[1] = end.y;
glLineVertices[1].Position[2] = 0;
glLineVertices[1].Color[0] = 1.0f;
glLineVertices[1].Color[1] = 0.0f;
glLineVertices[1].Color[2] = 0.0f;
glLineVertices[1].Color[3] = 0.0f;
glLineVertices[1].Normal[0] = 0.0f;
glLineVertices[1].Normal[1] = 0.0f;
glLineVertices[1].Normal[2] = 1.0f;
glGenVertexArraysOES(1, &vertexArray);
glBindVertexArrayOES(vertexArray);
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vertexStructureSize, glLineVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(shaderManager.currentAttributeVertexPosition);
glVertexAttribPointer(shaderManager.currentAttributeVertexPosition, 3, GL_FLOAT, GL_FALSE, sizeof(glLineVertex), 0);
glEnableVertexAttribArray(shaderManager.currentAttributeSourceColor);
glVertexAttribPointer(shaderManager.currentAttributeSourceColor, 4, GL_FLOAT, GL_FALSE, sizeof(glLineVertex), (char *)12);
glEnableVertexAttribArray(shaderManager.currentAttributeVertexNormal);
glVertexAttribPointer(shaderManager.currentAttributeVertexNormal, 3, GL_FLOAT, GL_FALSE, sizeof(glLineVertex), (char *)28);
使用渲染方法:
- (void)render
{
//It might as well be the Identity Matrix, nothing happens either way.
//modelViewMatrix = GLKMatrix4Identity;
modelViewMatrix = GLKMatrix4MakeTranslation(0, 0, 0.0f);
glUniformMatrix4fv(shaderManager.currentUniformModelViewMatrix, 1, 0, modelViewMatrix.m);
glBindVertexArrayOES(vertexArray);
glDrawArrays(GL_LINES, 0, size);
}
还有这个投影矩阵:
_projectionMatrix = GLKMatrix4MakeOrtho(0, self.view.bounds.size.width, 0, self.view.bounds.size.height, -1.0f, 1.0f);
[shaderManager useShaderProgram"LineShader"];
glUniformMatrix4fv([shaderManager getUniform"rojection" ofShader"LineShader"], 1, 0, _projectionMatrix.m);
一旦我使用:
[lineDraw render];
什么都没有发生。 有谁知道为什么?
我终于明白了。
这些简单的线条:
glEnableVertexAttribArray(shaderManager.currentAttributeVertexNormal);
glVertexAttribPointer(shaderManager.currentAttributeVertexNormal, 3, GL_FLOAT, GL_FALSE, sizeof(glLineVertex), (char *)28);
导致了这个问题,因为我暂时禁用了着色器中法线的使用,注释掉了对应的属性。不知道这样就不会产生draw,getError()也不会抛出任何错误。
不过,我会认为上述答案是正确的,因为它帮助我澄清了坐标和对应矩阵的计算。在这个例子中,普通的 2D 线,不需要任何特殊的 modelViewMatrix,它可以保持为“GLKMatrix4Identity”。
再次感谢
关于ios - 在 IOS 上的 OpenGL ES 2.0 着色器中绘制简单的线条,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/8289727/
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