osg使用Shader实现动态线 代码实现
时间: 2023-05-26 16:01:16 浏览: 137
以下是一个简单的osg实现动态线的Shader代码示例:
```
// 顶点Shader
const char* vsCode =
"#version 120\n"
"attribute vec3 aPosition;\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * vec4(aPosition, 1.0);\n"
"}\n";
// 片段Shader
const char* fsCode =
"#version 120\n"
"uniform vec4 uColor;\n"
"void main()\n"
"{\n"
" gl_FragColor = uColor;\n"
"}\n";
// 创建osg::Program和osg::Shader
osg::ref_ptr<osg::Program> program = new osg::Program();
osg::ref_ptr<osg::Shader> vs = new osg::Shader(osg::Shader::VERTEX, vsCode);
osg::ref_ptr<osg::Shader> fs = new osg::Shader(osg::Shader::FRAGMENT, fsCode);
// 将Shader添加到Program中
program->addShader(vs);
program->addShader(fs);
// 创建osg::Geometry
osg::ref_ptr<osg::Geometry> geom = new osg::Geometry();
// 创建osg::Vec3Array
osg::ref_ptr<osg::Vec3Array> verts = new osg::Vec3Array();
verts->push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
verts->push_back(osg::Vec3(1.0f, 0.0f, 0.0f));
// 将osg::Vec3Array设置为Geometry的顶点数据
geom->setVertexArray(verts.get());
// 设置Geometry的绘制模式为GL_LINE_STRIP
geom->addPrimitiveSet(new osg::DrawArrays(GL_LINE_STRIP, 0, verts->size()));
// 创建osg::Vec4Array
osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array();
colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f));
// 将osg::Vec4Array设置为Geometry的颜色数据
geom->setColorArray(colors.get());
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
// 设置Geometry的Shader程序
geom->getOrCreateStateSet()->setAttributeAndModes(program.get(), osg::StateAttribute::ON);
// 设置Geometry的ColorUniform
osg::ref_ptr<osg::Uniform> colorUniform = new osg::Uniform("uColor", osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f));
geom->getOrCreateStateSet()->addUniform(colorUniform.get());
```
此代码将创建一个包含两个点的动态线,并在此线上应用上述Shader程序。这将使线条以红色呈现。要添加更多的线段,只需添加更多的点到osg::Vec3Array中,并将GL_LINE_STRIP修改为GL_LINES。
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