用2个着色器渲染两个重叠的2D对象

Rendering two overlapping 2D objects with 2 shaders

本文关键字:两个 重叠 对象 2D 2个      更新时间:2023-10-16

我想渲染两个蓝色的三角形和一个红色的风车。为了做到这一点,我创建了2个着色器,除了颜色之外都是一样的。这两个三角形比"风车"大得多。我面临的问题是,如果我在着色器之间切换,只有最后一个对象将被渲染。如果我切换到只使用一个着色器,两个对象都将被绘制,但我几乎看不到"风车",因为相同的颜色。所以我的问题是如何用两个着色器绘制两个对象?(我知道我可以把颜色传递给片段着色器,但我不想那样做)。

渲染循环:

GLint index, index2;
index = glGetUniformLocation(shaders[LINE], "projectionMatrix");
index2 = glGetUniformLocation(shaders[TRIANGLE], "projectionMatrix");
glUniformMatrix3fv(index, 1, true, value_ptr(projectionMatrix));
glUniformMatrix3fv(index2, 1, true, value_ptr(projectionMatrix));
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaders[TRIANGLE]);
glBindVertexArray(vaos[TRIANGLE]);
glDrawArrays(GL_TRIANGLES, 0, tbufindex/sizeof(glm::vec3));
glUseProgram(shaders[LINE]); // If I comment out this line both objects will be drawn
glBindVertexArray(vaos[LINE]);
glDrawArrays(GL_LINE_STRIP, 0, sizeof(vertices_position)/sizeof(glm::vec3));

/Triangle.vert行:

#version 450
layout (location = 0) in vec3 vPosition;
uniform mat3 projectionMatrix;
void main()
{
    vec3 tmp = projectionMatrix*vPosition;
    gl_Position = vec4(tmp, 1.0f);
}

/triangle.frag行:

#version 450
in vec4 gl_FragCoord;
out vec4 fColor;
void main()
{
    fColor = vec4(0.0, 0.0, 1.0, 1.0);
}

还请注意,我没有GL_DEPTH_TEST启用,我使用2D坐标。

编辑职位:

triangles[2] = { { vec3(-0.90f, -0.90f, 1.0f), vec3(0.85f, -0.90f, 1.0f), vec3(-0.90f, 0.85f, 1.0f) },
{ vec3(0.90f, -0.85f, 1.0f),  vec3(0.90f, 0.90f, 1.0f),  vec3(-0.85f, 0.90f, 1.0f) } };
lines[39] = {
    0.0f, 0.0f, 1.0f,
    0.5f, 0.0f, 1.0f,
    0.5f, 0.5f, 1.0f,
    0.0f, 0.0f, 1.0f,
    0.0f, 0.5f, 1.0f,
    -0.5f, 0.5f, 1.0f,
    0.0f, 0.0f, 1.0f,
    -0.5f, 0.0f, 1.0f,
    -0.5f, -0.5f, 1.0f,
    0.0f, 0.0f, 1.0f,
    0.0f, -0.5f, 1.0f,
    0.5f, -0.5f, 1.0f,
    0.0f, 0.0f, 1.0f
};

glUniform..()必须在绑定程序(源代码)后调用。所以下面的代码应该可以工作:

glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaders[TRIANGLE]);
glUniformMatrix3fv(index2, 1, true, value_ptr(projectionMatrix));
glBindVertexArray(vaos[TRIANGLE]);
glDrawArrays(GL_TRIANGLES, 0, tbufindex/sizeof(glm::vec3));
glUseProgram(shaders[LINE]); // If I comment out this line both objects will be drawn
glUniformMatrix3fv(index, 1, true, value_ptr(projectionMatrix));
glBindVertexArray(vaos[LINE]);
glDrawArrays(GL_LINE_STRIP, 0, sizeof(vertices_position)/sizeof(glm::vec3));