大佬教程收集整理的这篇文章主要介绍了GL_POINTS 和 GL_LINES 的 OpenGL glDrawArrays 在相同点的不同像素上,大佬教程大佬觉得挺不错的,现在分享给大家,也给大家做个参考。
使用归一化的 [-1,1] 点 A = (0.5,0.5)
、B = (0.5,-0.5)
、C = (-0.5,-0.5)
和 D = (-0.5,0.5)
,我将这些点绘制为带有 {{1 }}。我发现当我还调用 glDrawArrays(GL_POINTS,4)
来绘制 2 条线 glDrawArrays(GL_lines,4)
和 AB
时,2 条线的点和端点之间在 x 方向上有 1 个像素的差异。这是我所看到的截图:
如果我将窗口大小从 800x600 更改为 850x600,我也可以解决这个问题。我认为这可能与奇数或偶数大小的窗口宽度有关,但我不确定。在我的代码中,您可以注释掉 CD
以更改不会出现问题的窗口大小。任何想法将不胜感激!
这是我的完整代码供参考:
#define SHOW_PROBLEM
这也可能有用:
#include <bits/stdc++.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
voID framebuffer_size_callBACk(GLFWwindow * window,int wIDth,int height);
voID processinput(GLFWwindow * window);
#define SHOW_PROBLEM
#ifdef SHOW_PROBLEM
// these dimensions show the problem
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#else
// these dimensions DO NOT show the problem
#define WINDOW_WIDTH 850
#define WINDOW_HEIGHT 600
#endif
int main()
{
glfwInit();
glfwWindowHint(GLFW_COntexT_VERSION_MAJOR,3);
glfwWindowHint(GLFW_COntexT_VERSION_MInor,3);
glfwWindowHint(GLFW_OPENGL_PROfile,GLFW_OPENGL_CORE_PROfilE);
GLFWwindow * window = glfwCreateWindow(WINDOW_WIDTH,WINDOW_HEIGHT,"OpenGLDemo",nullptr,nullptr);
if (!window)
{
std::cout << std::unitbuf
<< "[ERROR] " << __file__ << ':' << __liNE__ << ' ' << __PRETTY_FUNCTION__
<< "\n[ERROR] " << "Failed to create GLFW window!"
<< std::nounitbuf << std::endl;
glfwTerminate();
std::abort();
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallBACk(window,framebuffer_size_callBACk);
if (!gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress)))
{
std::cout << std::unitbuf
<< "[ERROR] " << __file__ << ':' << __liNE__ << ' ' << __PRETTY_FUNCTION__
<< "\n[ERROR] " << "Failed to initialize GLAD!"
<< std::nounitbuf << std::endl;
std::abort();
}
// vertex shader
const char * vertexShadersource = "#version 330 core\n"
"layout (LOCATIOn = 0) in vec3 aPos;\n"
"voID main()\n"
"{\n"
" gl_position = vec4(aPos.x,aPos.y,aPos.z,1.0);\n"
"}\0";
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShadersource(vertexShader,1,&vertexShadersource,nullptr);
glCompileShader(vertexShader);
int success;
char infolog[512];
glGetShaderiv(vertexShader,GL_COMPILE_STATUS,&success);
if (!success)
{
glGetShaderInfolog(vertexShader,512,infolog);
std::cout << std::unitbuf
<< "[ERROR] " << __file__ << ':' << __liNE__ << ' ' << __PRETTY_FUNCTION__
<< "\n[ERROR] " << "Vertex shader compilation Failed!"
<< "\n[ERROR] " << infolog
<< std::nounitbuf << std::endl;
std::abort();
}
// fragment shader
const char * fragmentShadersource = "#version 330 core\n"
"out vec4 Fragcolor;\n"
"voID main()\n"
"{\n"
" Fragcolor = vec4(1.0f,0.5f,0.2f,1.0f);\n"
"}\0";
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShadersource(fragmentShader,&fragmentShadersource,nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(vertexShader,infolog);
std::cout << std::unitbuf
<< "[ERROR] " << __file__ << ':' << __liNE__ << ' ' << __PRETTY_FUNCTION__
<< "\n[ERROR] " << "Fragment shader compilation Failed!"
<< "\n[ERROR] " << infolog
<< std::nounitbuf << std::endl;
std::abort();
}
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram,vertexShader);
glAttachShader(shaderProgram,fragmentShader);
gllinkProgram(shaderProgram);
glGetProgramiv(shaderProgram,GL_link_STATUS,&success);
if (!success)
{
glGetProgramInfolog(shaderProgram,infolog);
std::cout << std::unitbuf
<< "[ERROR] " << __file__ << ':' << __liNE__ << ' ' << __PRETTY_FUNCTION__
<< "\n[ERROR] " << "Shader program linking Failed!"
<< "\n[ERROR] " << infolog
<< std::nounitbuf << std::endl;
std::abort();
}
gldeleteShader(vertexShader);
gldeleteShader(fragmentShader);
float vertices[] = {
0.5f,0.0f,// top right
0.5f,-0.5f,// bottom right
-0.5f,// bottom left
-0.5f,0.0f // top left
};
unsigned int VAO;
glGenVertexArrays(1,&VAO);
glBindVertexArray(VAO);
unsigned int VBO;
glGenBuffers(1,&VBO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);
glVertexAttribPointer(0,3,GL_float,GL_falSE,3 * sizeof(float),reinterpret_cast<void *>(0));
glEnabLevertexAttribarray(0);
// 6. render loop
glVIEwport(0,WINDOW_WIDTH,WINDOW_HEIGHT);
while (!glfwwindowshouldClose(window))
{
processinput(window);
// BACkground
glClearcolor(0.2f,0.3f,1.0f);
glClear(GL_color_BUFFER_BIT);
gluseProgram(shaderProgram);
glDrawArrays(GL_POINTS,4);
glDrawArrays(GL_lines,4);
// check and call events and swap the buffers
glfwPollEvents();
glfwSwapBuffers(window);
}
// de-allocate all resources once they've outlived their purpose:
gldeleteVertexArrays(1,&VAO);
gldeleteBuffers(1,&VBO);
gldeleteProgram(shaderProgram);
glfwTerminate();
return 0;
}
voID framebuffer_size_callBACk(GLFWwindow * window,int height)
{
glVIEwport(0,wIDth,height);
}
voID processinput(GLFWwindow * window)
{
if (glfwGetKey(window,GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetwindowshouldClose(window,truE);
}
}
对于 GL_LInes
,光栅化器必须在两个顶点之间进行插值,并且对于从顶点到片段着色器的任何其他内插值,您不应依赖于硬编码值和内插值之间的某种相等性。窗口的大小调整告诉您差异只是由于这种插值/浮动错误。如果您的目标是为顶点着色,请尝试在着色器中添加逻辑以检查当前像素片段是否非常接近它所插值的 2 个顶点并相应地着色。
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