我需要编写片段着色器,使三角形具有简单的渐变效果。也就是说,使其透明度从左到右逐渐降低。我尝试了这个方法,但失败了:
# version 120
uniform float startX = gl_FragCoord.x;
void main(void) {
gl_FragColor[0] = 0.0;
gl_FragColor[1] = 0.0;
gl_FragColor[2] = 1.0;
gl_FragColor[3] = startX / gl_FragCoord.x;
}
完整代码:
# include <cstdlib>
# include <iostream>
using namespace std;
# include <GL/glew.h>
# include <SDL.h>
GLuint program;
GLint attribute_coord2d;
bool init_resources(void)
{
GLint compile_ok, link_ok = GL_FALSE;
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
const char* vs_source = R"(
#version 120
attribute vec2 coord2d;
void main(void) {
gl_Position = vec4(coord2d, 0.0, 1.0);
}
)";
glShaderSource(vs, 1, &vs_source, NULL);
glCompileShader(vs);
glGetShaderiv(vs, GL_COMPILE_STATUS, &compile_ok);
if (!compile_ok) {
cerr << "Error in vertex shader" << endl;
return false;
}
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
const char* fs_source = R"(
#version 120
uniform float startX = gl_FragCoord.x;
void main(void) {
gl_FragColor[0] = 0.0;
gl_FragColor[1] = 0.0;
gl_FragColor[2] = 1.0;
gl_FragColor[3] = startX / gl_FragCoord.x;
}
)";
glShaderSource(fs, 1, &fs_source, NULL);
glCompileShader(fs);
glGetShaderiv(fs, GL_COMPILE_STATUS, &compile_ok);
if (!compile_ok) {
cerr << "Error in fragment shader" << endl;
return false;
}
program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &link_ok);
if (!link_ok) {
cerr << "Error in glLinkProgram" << endl;
return false;
}
const char* attribute_name = "coord2d";
attribute_coord2d = glGetAttribLocation(program, attribute_name);
if (attribute_coord2d == -1) {
cerr << "Could not bind attribute " << attribute_name << endl;
return false;
}
return true;
}
void render(SDL_Window* window)
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glEnableVertexAttribArray(attribute_coord2d);
GLfloat triangle_vertices[] = {
0.0, 0.8,
-0.8, -0.8,
0.8, -0.8,
};
glVertexAttribPointer(attribute_coord2d, 2, GL_FLOAT, GL_FALSE, 0, triangle_vertices);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(attribute_coord2d);
SDL_GL_SwapWindow(window);
}
void free_resources()
{
glDeleteProgram(program);
}
void mainLoop(SDL_Window* window)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
while (true)
{
SDL_Event ev;
while (SDL_PollEvent(&ev))
{
if (ev.type == SDL_QUIT)
return;
}
render(window);
}
}
int main(int argc, char* argv[])
{
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = SDL_CreateWindow("My First Triangle", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
SDL_GL_CreateContext(window);
GLenum glew_status = glewInit();
if (glew_status != GLEW_OK) {
cerr << "Error: glewInit: " << glewGetErrorString(glew_status) << endl;
return EXIT_FAILURE;
}
if (!init_resources())
return EXIT_FAILURE;
mainLoop(window);
free_resources();
return EXIT_SUCCESS;
}
怎么做才对?
1条答案
按热度按时间3hvapo4f1#
v不能使用
gl_FragCoord.x
初始化统一。统一初始化在链接时确定。uniform float startX = gl_FragCoord.x;
个您必须使用
glUniform1f
设置取消格式。gl_FragCoord.xy
不是顶点坐标。gl_FragCoord.xy
是以像素为单位的窗口坐标。您必须将gl_FragCoord.xy
除以视窗的大小:或者将
coord2d
传递给片段着色器:第一个
或者使用颜色属性:
第一个