private const string vertexCode = @" #version 150 // element in vertex buffer. Vertex' position in model space. in vec3 inPosition; uniform mat4 mvpMatrix; void main() { // transform vertex' position from model space to clip space. gl_Position = mvpMatrix * vec4(inPosition, 1.0); } "; private const string fragmentCode = @" #version 150 uniform vec4 color = vec4(1, 0, 0, 1); // default: red color. out vec4 outColor; void main() { outColor = color; // fill the fragment with specified color. } ";什么意思
时间: 2023-06-14 10:06:43 浏览: 166
这是OpenGL着色器代码,包括顶点着色器(vertex shader)和片段着色器(fragment shader)。顶点着色器用于变换顶点的位置,将模型空间中的顶点位置转换到裁剪空间中。片段着色器用于为每个片段(即屏幕上每个像素)着色,这里默认使用红色。这些着色器代码是用OpenGL编程语言(GLSL)编写的。
相关问题
const float HEAT_MAX = 10.; const float PointRadius = .42; // test data const int PointCount = 18; const vec3 Points[] = vec3[]( vec3(0., 0., 10.), vec3(.2, .6, 5.), vec3(.25, .7, 8.), vec3(.33, .9, 5.), vec3(.35, .8, 6.), vec3(.1, .1, 6.), vec3(-.45, .8, 4.), vec3(-.2, -.6, 5.), vec3(-.25, -.7, 8.), vec3(-.33, -.9, 8.), vec3(.35, -.45, 10.), vec3(-.1, -.8, 10.), vec3(.33, -.3, 5.), vec3(-.35, .75, 6.), vec3(.6, .4, 10.), vec3(-.4, -.8, 4.), vec3(.7, -.3, 6.), vec3(.3, -.8, 8.) ); vec3 gradient(float w, vec2 uv) { w = pow(clamp(w, 0., 1.) * 3.14159 * .5, .9); vec3 c = vec3(sin(w), sin(w * 2.), cos(w)) * 1.1; return mix(texture(iChannel0, uv).rgb, c, w); } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = (2. * fragCoord - iResolution.xy) / min(iResolution.x, iResolution.y); float d = 0.; for (int i = 0; i < PointCount; i++) { vec3 v = Points[i]; float intensity = v.z / HEAT_MAX; float pd = (1. - length(uv - v.xy) / PointRadius) * intensity; d += pow(max(0., pd), 2.); } fragColor = vec4(gradient(d, uv), 1.); } 将上述代码转为unity可读的shader
可以将上述代码转为以下的 Unity Shader:
```
Shader "Custom/HeatMap" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_HeatMax ("Heat Max", Range(0, 100)) = 10
_PointRadius ("Point Radius", Range(0, 1)) = 0.42
_PointCount ("Point Count", Range(0, 50)) = 18
_Points ("Points", Vector) = (
(0, 0, 10),
(0.2, 0.6, 5),
(0.25, 0.7, 8),
(0.33, 0.9, 5),
(0.35, 0.8, 6),
(0.1, 0.1, 6),
(-0.45, 0.8, 4),
(-0.2, -0.6, 5),
(-0.25, -0.7, 8),
(-0.33, -0.9, 8),
(0.35, -0.45, 10),
(-0.1, -0.8, 10),
(0.33, -0.3, 5),
(-0.35, 0.75, 6),
(0.6, 0.4, 10),
(-0.4, -0.8, 4),
(0.7, -0.3, 6),
(0.3, -0.8, 8)
)
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float _HeatMax;
uniform float _PointRadius;
uniform int _PointCount;
uniform float3 _Points[_PointCount];
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
vec3 gradient(float w, vec2 uv) {
w = pow(clamp(w, 0., 1.) * 3.14159 * .5, .9);
vec3 c = vec3(sin(w), sin(w * 2.), cos(w)) * 1.1;
return mix(tex2D(_MainTex, uv).rgb, c, w);
}
void frag (v2f i, out float4 o : SV_Target) {
vec2 uv = (2. * i.uv - _ScreenParams.xy) / min(_ScreenParams.x, _ScreenParams.y);
float d = 0.;
for (int i = 0; i < _PointCount; i++) {
float3 v = _Points[i];
float intensity = v.z / _HeatMax;
float pd = (1. - length(uv - v.xy) / _PointRadius) * intensity;
d += pow(max(0., pd), 2.);
}
o = float4(gradient(d, uv), 1.);
}
ENDCG
}
}
FallBack "Diffuse"
}
```
在这个 Unity Shader 中,我们使用了 _MainTex 来加载纹理,_HeatMax、_PointRadius、_PointCount 和 _Points 分别表示热力图的最大值、点半径、点数量和点的位置。然后在 Pass 中进行了渲染,使用了 vertex 和 uv 的数据类型,同时还使用了 UnityCG.cginc 中的函数。最后,使用了 gradient 函数和 frag 函数来实现对应的渲染效果。
opengl3D机器人
OpenGL是一个跨编程语言、跨平台的编程接口,用于渲染2D和3D矢量图形。OpenGL在3D图形渲染方面有着广泛的应用,包括游戏开发、科学可视化、虚拟现实等领域。3D机器人模拟是OpenGL的一个重要应用场景,通过OpenGL可以实现机器人的三维建模、运动控制和场景渲染。
在OpenGL中实现3D机器人模拟通常包括以下几个步骤:
1. **建模**:使用3D建模软件(如Blender、Maya等)创建机器人的三维模型,并导出为OpenGL支持的格式(如OBJ、STL等)。
2. **加载模型**:在OpenGL程序中加载并解析模型文件,将模型数据存储在顶点数组对象(VAO)和顶点缓冲对象(VBO)中。
3. **渲染管线**:设置OpenGL的渲染管线,包括顶点着色器、片段着色器、光栅化、深度测试等步骤。
4. **变换矩阵**:使用变换矩阵(如模型矩阵、视图矩阵、投影矩阵)来控制机器人的位置、旋转和缩放。
5. **动画**:通过插值算法或物理引擎实现机器人的运动动画,如行走、旋转、抓取等动作。
6. **交互**:处理用户输入,实现对机器人的交互控制,如键盘、鼠标事件等。
以下是一个简单的OpenGL 3D机器人示例代码片段:
```cpp
// 顶点着色器
const char* vertexShaderSource = R"glsl(
#version 330 core
layout(location = 0) in vec3 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
}
)glsl";
// 片段着色器
const char* fragmentShaderSource = R"glsl(
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0, 0.5, 0.2, 1.0);
}
)glsl";
int main()
{
// 初始化GLFW库
if (!glfwInit()) return -1;
// 创建窗口
GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL 3D Robot", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
// 设置上下文
glfwMakeContextCurrent(window);
// 初始化GLEW库
if (glewInit() != GLEW_OK) return -1;
// 创建顶点着色器
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// 创建片段着色器
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// 创建着色器程序
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// 删除着色器
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// 定义顶点数据
float vertices[] = {
// 机器人身体
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
// 其他顶点数据
};
// 生成VAO和VBO
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// 绑定VAO
glBindVertexArray(VAO);
// 绑定VBO
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 设置顶点属性指针
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// 解绑VBO和VAO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// 主循环
while (!glfwWindowShouldClose(window))
{
// 处理输入
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, 1);
// 渲染指令
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 使用着色器程序
glUseProgram(shaderProgram);
// 设置变换矩阵
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
unsigned int modelLoc = glGetUniformLocation(shaderProgram, "model");
unsigned int viewLoc = glGetUniformLocation(shaderProgram, "view");
unsigned int projLoc = glGetUniformLocation(shaderProgram, "projection");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
// 绘制机器人
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
// 交换缓冲区和轮询事件
glfwSwapBuffers(window);
glfwPollEvents();
}
// 清理资源
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
// 终止GLFW
glfwTerminate();
return 0;
}
```
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