glsl

Correspondance between texture units and sampler uniforms in opengl

依然范特西╮ 提交于 2020-03-16 07:04:26
问题 The correspondence between sampler uniforms and texture units used by glActiveTexture apparently can't be queried with opengl, and I can't find good documentation on how to find which texture unit is mapped to which sampler uniform. Here is what I have been able to find: If there is only sampler uniform in a program, then it is mapped to gl_TEXTURE0 If there are multiple sampler uniforms in a single program stage, then they are mapped in the order they are declared in the shader. If the

Correspondance between texture units and sampler uniforms in opengl

别来无恙 提交于 2020-03-16 07:04:14
问题 The correspondence between sampler uniforms and texture units used by glActiveTexture apparently can't be queried with opengl, and I can't find good documentation on how to find which texture unit is mapped to which sampler uniform. Here is what I have been able to find: If there is only sampler uniform in a program, then it is mapped to gl_TEXTURE0 If there are multiple sampler uniforms in a single program stage, then they are mapped in the order they are declared in the shader. If the

glsl version 300 es 预处理

百般思念 提交于 2020-03-10 19:38:30
参考链接: GLSL_ES_Specification_3.00 预处理 #version #version 300 es //定义glsl版本 #if #define #undef #if #ifdef #ifndef #else #elif #endif #define USE_LIGHT #define LIGHT_NUMBER 10 ... #ifdef USE_LIGHT .... #else ... #endif #error #pragma #pragma STDGL invariant(all) //保证所有输出变量必须精确一致 //但会降低optimize效率,降低性能 #pragma optimize(on) #pragma optimize(off) //默认开启优化 #pragma debug(on) #pragma debug(off) //默认关闭调试 #extension ${extension_name} : behavior #extension all : disable //禁用所有扩展 #extension EXT_color_buffer_float: enable //支持渲染多种浮点格式 #line 来源: CSDN 作者: q871837010 链接: https://blog.csdn.net/q871837010/article

glsl 内建函数

拜拜、爱过 提交于 2020-03-09 16:12:27
Radians 示例 : radians(360); radians(vec2(360,90)); //PI //vec2(PI,PI/4) 语法 : float radians(float degrees) vec2 radians(vec2 degrees) vec3 radians(vec3 degrees) vec4 radians(vec4 degrees) Degrees 示例 : degrees(PI); //360 语法 : float degrees(float radians) vec2 degrees(vec2 radians) vec3 degrees(vec3 radians) vec4 degrees(vec4 radians) Sine 示例 : sin(PI/2); //1 语法 : float sin(float angle) vec2 sin(vec2 angle) vec3 sin(vec3 angle) vec4 sin(vec4 angle) Cosine 示例 : cos(PI/2); //0 语法 : float cos(float angle) vec2 cos(vec2 angle) vec3 cos(vec3 angle) vec4 cos(vec4 angle) Tangent 示例 : tan(PI/4); //1 语法 :

how to warp texture in openGL? (Perspective correction?)

懵懂的女人 提交于 2020-03-05 06:05:26
问题 I wanna make the OpenGL program can present images and warp the images presented. Although I achieved image rendering using OpenGL, I don't know how to warp an image. An warpable example I want is (Reference): But a picture I got is: As I know, this problem is related to perspective correction mapping. But I don't know about that well. Here is my source code. void imageRender(Shader initShader, Shader imgShader, char *path){ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); float positions

WebGL - animated sprites + animated coordinates

大兔子大兔子 提交于 2020-03-04 21:59:36
问题 I need to run both sprite animations and animated coordinates. That is, a texture coordinate in [0, 1] is given for some specific sprite in an animation, and then it gets translated by another coordinate. The translation can result in coordinates outside of [0, 1], and this is needed for repeating. The problem is this - I supply the sprites as a texture atlas. Therefore, selecting a sprite means getting a sub-rectangle in [0, 1]. Because this sprite is in between others, there is no way to

WebGL - animated sprites + animated coordinates

*爱你&永不变心* 提交于 2020-03-04 21:55:30
问题 I need to run both sprite animations and animated coordinates. That is, a texture coordinate in [0, 1] is given for some specific sprite in an animation, and then it gets translated by another coordinate. The translation can result in coordinates outside of [0, 1], and this is needed for repeating. The problem is this - I supply the sprites as a texture atlas. Therefore, selecting a sprite means getting a sub-rectangle in [0, 1]. Because this sprite is in between others, there is no way to

Why is the z coordinate flipped after multiplying with a matrix in GLSL - OpenGL

僤鯓⒐⒋嵵緔 提交于 2020-03-03 07:03:06
问题 I'm making a small game engine in which i want to draw stuff using OpenGL. I abstracted all the OpenGL objects into classes (Buffers, VertexArrays, Shaders, Programs...). Everything worked fine until i got to 3D rendering. I implemented my own matrices and vectors(i didn't use like glm), and when i multiply my vertex position in the shader with any matrix, the z coordinate flips (z = -z). I even tried with the identity matrix. Here is the vertex shader: #version 330 core layout(location = 0)

GLSL: about coherent qualifier

安稳与你 提交于 2020-03-02 05:56:09
问题 I didn't get clearly how coherent qualifier and atomic operations work together. I perform some accumulating operation on the same SSBO location with this code: uint prevValue, newValue; uint readValue = ssbo[index]; do { prevValue = readValue; newValue = F(readValue); } while((readValue = atomicCompSwap(ssbo[index], prevValue, newValue)) != prevValue); This code works fine for me, but still, do I need to declare the SSBO (or Image) with coherent qualifier in this case? And do I need to use

OpenGL : thick and smooth/non-broken lines *in 3D*

僤鯓⒐⒋嵵緔 提交于 2020-02-26 10:35:09
问题 I have a 3D CAD-like application for which I use OpenGL wrapper library (OpenSceneGraph). For the application I am trying to come up with the best strategy on how to render thick and smooth lines in 3D . By thick and smooth I mean: line thickness can be more than OpenGL maximum linewidth value (it seems to be 10.f on my machine) when composing polylines I want to avoid the look of "broken lines" (see example image below) At the moment I render my polylines by using GL_LINE_STRIP_ADJACENCY . I