opengl中点画线法代码
时间: 2024-11-12 15:15:51 浏览: 5
OpenGL中使用点画线(Point Line Sprites)技术通常是在渲染图形时,将小的图像(精灵)作为单个像素点绘制出来,形成线条的效果。这种方法常用于创建精细的粒子系统、文字效果等。以下是一个简单的使用OpenGL ES 2.0来实现点画线的基本步骤:
```cpp
// 首先设置基本的着色器程序
void setupShaders() {
// 着色器源代码
const char* vertexShaderSource =
"attribute vec4 a_position; \n"
"uniform float lineWidth; \n"
"varying vec2 v_texCoord; \n"
"void main() { \n"
" gl_Position = a_position; \n"
" v_texCoord = (a_position.xy * 0.5) + 0.5; \n"
"}";
const char* fragmentShaderSource =
"precision mediump float; \n"
"uniform sampler2D u_texture; \n"
"varying vec2 v_texCoord; \n"
"void main() { \n"
" if(length(gl_FragCoord.xy - gl_FragCoord.xz * lineWidth) < lineWidth) { \n"
" gl_FragColor = texture2D(u_texture, v_texCoord); \n"
" } else { \n"
" discard; \n"
" } \n"
"}";
// 创建并链接着色器
GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertShader);
GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragShader);
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertShader);
glAttachShader(shaderProgram, fragShader);
glLinkProgram(shaderProgram);
}
// 绘制点画线
void drawPointLine(float lineWidth) {
// 设置顶点数据(假设纹理坐标在第二个元素)
float vertices[] = {
-lineWidth, -lineWidth, 0.0f, 0.0f,
lineWidth, -lineWidth, 0.0f, 0.0f,
lineWidth, lineWidth, 0.0f, 0.0f,
-lineWidth, lineWidth, 0.0f, 0.0f,
};
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(0);
// 设置纹理和宽度
glUniform1i(glGetUniformLocation(shaderProgram, "u_texture"), 0); // 假设纹理ID为0
glUniform1f(glGetUniformLocation(shaderProgram, "lineWidth"), lineWidth);
glDrawArrays(GL_LINES, 0, 4);
glDisableVertexAttribArray(0);
}
```
在这个例子中,`setupShaders()` 函数负责创建并配置着色器,而 `drawPointLine()` 函数则会根据给定的线宽绘制出点画线。你需要确保已经设置了正确的纹理ID,并在使用前将其绑定到统一位置。
阅读全文