【发布时间】:2016-09-28 23:15:31
【问题描述】:
目前我有一个小型 C++ 应用程序,它通过这两个着色器显示一个三角形:
顶点着色器:
static const char *vertex_shader_glsl = \
"#version 430\n"
"layout (location=0)in vec2 inVer;"
"out vec2 p;"
"out gl_PerVertex"
"{"
"vec4 gl_Position;"
"};"
"void main()"
"{"
"gl_Position=vec4(inVer,0.0,1.0);"
"p=inVer;"
"}";
片段着色器:
#version 430
out vec4 fragColor;
in vec2 fragCoord;
vec2 iResolution;
//uniform float iGlobalTime;
float a = -2;
void main()
{
a = sin(-2);
//Colors
vec3 fgColor = vec3(0.741, 0.635, 0.471);
vec3 bgColor = vec3(0.192, 0.329, 0.439);
//Triangle barycentric coordinates defined on screen space
vec2 t0 = vec2(0.25, 0);
vec2 t1 = vec2(0.75, 0.25);
vec2 t2 = vec2(0.50, 0.85);
vec2 tCentroid = (t0 + t1 + t2)/3.0;
//Compute UV coordinates
vec2 uv = fragCoord.xy;
vec2 v0 = t2 - t0;
vec2 v1 = t1 - t0;
vec2 v2 = uv - t0;
//Compute barycentric coordinates
float dot00 = dot(v0, v0);
float dot01 = dot(v0, v1);
float dot02 = dot(v0, v2);
float dot11 = dot(v1, v1);
float dot12 = dot(v1, v2);
float invDenom = 1.0/(dot00 * dot11 - dot01 * dot01);
float baryX = (dot11 * dot02 - dot01 * dot12) * invDenom;
float baryY = (dot00 * dot12 - dot01 * dot02) * invDenom;
if((baryX >= 0.0) && (baryY >= 0.0) && (baryX + baryY <= 1.0)) {
fragColor = vec4(fgColor, 1.0);
} else {
fragColor = vec4(bgColor, 1.0);
}
}
这两个着色器显示一个简单的三角形:
但是我想旋转这个三角形,所以我需要一些计时器实现 (iGlobalTime)。
我的意思是,我知道我需要这样的东西: https://www.shadertoy.com/view/Xtt3WX
但是我无法从上面的链接复制粘贴代码,因为我无法在我的 C++ 项目中使用 iGlobalTime。如何更新上面的着色器以便能够根据系统时间旋转三角形?如何在一个非常基础的 C++ 应用程序中实现 iGlobalTime?
============================
已编辑
我已经更新了:
ext.h:
...
#ifdef DEBUG
#define NUMFUNCTIONS 14 // <<== HERE
#else
#define NUMFUNCTIONS 12 // <<== HERE
#endif
extern void *myglfunc[NUMFUNCTIONS];
#define glCreateShaderProgramv ((PFNGLCREATESHADERPROGRAMVPROC)myglfunc[0])
#define glGenProgramPipelines ((PFNGLGENPROGRAMPIPELINESPROC)myglfunc[1])
#define glBindProgramPipeline ((PFNGLBINDPROGRAMPIPELINEPROC)myglfunc[2])
#define glUseProgramStages ((PFNGLUSEPROGRAMSTAGESPROC)myglfunc[3])
#define glProgramUniform4fv ((PFNGLPROGRAMUNIFORM4FVPROC)myglfunc[4])
#define glGenFramebuffers ((PFNGLGENFRAMEBUFFERSPROC)myglfunc[5])
#define glBindFramebuffer ((PFNGLBINDFRAMEBUFFERPROC)myglfunc[6])
#define glTexStorage2D ((PFNGLTEXSTORAGE2DPROC)myglfunc[7])
#define glDrawBuffers ((PFNGLDRAWBUFFERSPROC)myglfunc[8])
#define glFramebufferTexture ((PFNGLFRAMEBUFFERTEXTUREPROC)myglfunc[9])
#define glProgramUniform1f ((PFNGLPROGRAMUNIFORM1FPROC)myglfunc[10]) // <<== ADDED NEW LINE HERE
#define glGetUniformLocation ((PFNGLGETUNIFORMLOCATIONPROC)myglfunc[11]) // <<== ADDED NEW LINE HERE
#ifdef DEBUG
#define glGetProgramiv ((PFNGLGETPROGRAMIVPROC)myglfunc[12])
#define glGetProgramInfoLog ((PFNGLGETPROGRAMINFOLOGPROC)myglfunc[13])
#endif
...
更新了 ext.cpp:
...
static char *strs[] = {
"glCreateShaderProgramv",
"glGenProgramPipelines",
"glBindProgramPipeline",
"glUseProgramStages",
"glProgramUniform4fv",
"glProgramUniform1fv",
"glGenFramebuffers",
"glBindFramebuffer",
"glTexStorage2D",
"glDrawBuffers",
"glFramebufferTexture",
"glProgramUniform1f", // <<== ADDED NEW LINE HERE
"glGetUniformLocation", // <<== ADDED NEW LINE HERE
#ifdef DEBUG
"glGetProgramiv",
"glGetProgramInfoLog",
#endif
};
...
更新了 intro.cpp:
...
void intro_do(long time)
{
...
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glBindProgramPipeline(renderingPipeline);
// Set fparams to give input to shaders
// Render
glProgramUniform4fv(fragmentShader, 0, 4, fparams);
glProgramUniform1f(fragmentShader, glGetUniformLocation(fragmentShader, "iGlobalTime"), time*1000); // <<== ADDED NEW LINE HERE
glRects(-1, -1, 1, 1); // Deprecated. Still seems to work though.
...
}
应用程序现在运行,但立即崩溃说:“4kIntro.exe 中 0x7542CB49 处的未处理异常:0xC0000005:访问冲突读取位置 0x00000000。”
【问题讨论】:
-
和其他制服一样吗?
-
我已经试过了:写“uniform float iGlobalTime;”导致 iGlobalTime=0 不断。似乎没有什么增加它。
-
是的,OpenGL 不知道 iGlobalTime 应该是时间,你必须自己设置它(就像任何其他制服一样)。
-
这是有道理的,但是如何设置呢?这是这里的问题。
标签: c++ opengl graphics glsl shader