glsl线框网格模式wireframe

https://www.geeks3d.com/hacklab/20180514/demo-wireframe-shader-opengl-3-2-and-opengl-es-3-1/#more-1349

gs:

#version 150
layout(triangles) in;
layout(triangle_strip, max_vertices=3) out;
uniform mat4 gxl3d_ModelViewProjectionMatrix; // GeeXLab auto uniform
uniform vec2 WIN_SCALE;

out vec3 dist;

void main()
{
  vec4 p0_3d = gl_in[0].gl_Position;
  vec4 p1_3d = gl_in[1].gl_Position;
  vec4 p2_3d = gl_in[2].gl_Position;

    // Compute the vertex position in the usual fashion. 
  p0_3d = gxl3d_ModelViewProjectionMatrix * p0_3d;  
  // 2D position
  vec2 p0 = p0_3d.xy / p0_3d.w; 

    // Compute the vertex position in the usual fashion. 
  p1_3d = gxl3d_ModelViewProjectionMatrix * p1_3d;  
  // 2D position
  vec2 p1 = p1_3d.xy / p1_3d.w; 

    // Compute the vertex position in the usual fashion. 
  p2_3d = gxl3d_ModelViewProjectionMatrix * p2_3d;  
  // 2D position
  vec2 p2 = p2_3d.xy / p2_3d.w; 
  
  // Project p1 and p2 and compute the vectors v1 = p1-p0
  // and v2 = p2-p0                                  
  vec2 v10 = WIN_SCALE*(p1 - p0);   
  vec2 v20 = WIN_SCALE*(p2 - p0);   
  
  // Compute 2D area of triangle.
  float area0 = abs(v10.x*v20.y - v10.y*v20.x);
  
  // Compute distance from vertex to line in 2D coords
  float h0 = area0/length(v10-v20); 
  
  dist = vec3(h0, 0.0, 0.0);
  
  // Quick fix to defy perspective correction
  dist *= p0_3d.w;
  
  gl_Position = p0_3d;

  EmitVertex();
 

  // Project p0 and p2 and compute the vectors v01 = p0-p1
  // and v21 = p2-p1                                  
  vec2 v01 = WIN_SCALE*(p0 - p1);   
  vec2 v21 = WIN_SCALE*(p2 - p1);   
  
  // Compute 2D area of triangle.
  float area1 = abs(v01.x*v21.y - v01.y*v21.x);
  
  // Compute distance from vertex to line in 2D coords
  float h1 = area1/length(v01-v21); 
  
  
  dist = vec3(0.0, h1, 0.0);
  
  // Quick fix to defy perspective correction
  dist *= p1_3d.w;
  
  gl_Position = p1_3d;

  EmitVertex();
  



  // Project p0 and p1 and compute the vectors v02 = p0-p2
  // and v12 = p1-p2                                  
  vec2 v02 = WIN_SCALE*(p0 - p2);   
  vec2 v12 = WIN_SCALE*(p1 - p2);   
  
  // Compute 2D area of triangle.
  float area2 = abs(v02.x*v12.y - v02.y*v12.x);
  
  // Compute distance from vertex to line in 2D coords
  float h2 = area2/length(v02-v12); 
  
  dist = vec3(0.0, 0.0, h2);

  // Quick fix to defy perspective correction
  dist *= p2_3d.w;
  
  gl_Position = p2_3d;
  
  
  EmitVertex();

  EndPrimitive();
  
}

fs:

#version 150

uniform vec3 WIRE_COL;
uniform vec3 FILL_COL;
in vec3 dist;
out vec4 FragColor;
void main()
{
  // Undo perspective correction.      
  //vec3 dist_vec = dist * gl_FragCoord.w;
  
  // Wireframe rendering is better like this:
  vec3 dist_vec = dist;
  
  // Compute the shortest distance to the edge
  float d = min(dist_vec[0], min(dist_vec[1], dist_vec[2]));

  // Compute line intensity and then fragment color
    float I = exp2(-2.0*d*d);

    FragColor.rgb = I*WIRE_COL + (1.0 - I)*FILL_COL; 
  FragColor.a = 1.0;
}

-----------------------------------------------------------------------------------------------------------------------------------------------------

http://www.imm.dtu.dk/~janba/Wireframe/

tri_vert_string.cpp

const char * tri_vert_string =
"/*                                                                            
"
"    Input: The vertex position and vertex attributes p1_3d and p2_3d which       
"
"    are the positions of neighbouring vertices.                                  
"
"                                                                              
"
"    Output:   dist a vector of distances from the vertex to the three edges of   
"
"    the triangle. Clearly only one of these distance is non-zero. For vertex 0   
"
"    in a triangle dist = (distance to opposite edge, 0, 0) on exit. The distance 
"
"    is multiplied by w. This is to negate perspective correction.                
"
"*/                                                                            
"
"uniform vec2 WIN_SCALE;                                                       
"
"attribute vec4 p1_3d;                                                         
"
"attribute vec4 p2_3d;                                                         
"
"                                                                              
"
"varying vec3 dist;                                                            
"
"void main(void)                                                               
"
"{                                                                             
"
"     // We store the vertex id (0,1, or 2) in the w coord of the vertex          
"
"     // which then has to be restored to w=1.                                    
"
"     float swizz = gl_Vertex.w;                                                  
"
"     vec4 pos = gl_Vertex;                                                       
"
"     pos.w = 1.0;                                                                
"
"                                                                              
"
"     // Compute the vertex position in the usual fashion.                        
"
"   gl_Position = gl_ModelViewProjectionMatrix * pos;                          
"
"                                                                                 
"
"     // p0 is the 2D position of the current vertex.                             
"
"     vec2 p0 = gl_Position.xy/gl_Position.w;                                     
"
"                                                                              
"
"     // Project p1 and p2 and compute the vectors v1 = p1-p0                     
"
"     // and v2 = p2-p0                                                           
"
"     vec4 p1_3d_ = gl_ModelViewProjectionMatrix * p1_3d;                         
"
"     vec2 v1 = WIN_SCALE*(p1_3d_.xy / p1_3d_.w - p0);                            
"
"                                                                              
"
"     vec4 p2_3d_ = gl_ModelViewProjectionMatrix * p2_3d;                         
"
"     vec2 v2 = WIN_SCALE*(p2_3d_.xy / p2_3d_.w - p0);                            
"
"                                                                              
"
"     // Compute 2D area of triangle.                                             
"
"     float area2 = abs(v1.x*v2.y - v1.y * v2.x);                                 
"
"                                                                              
"
"   // Compute distance from vertex to line in 2D coords                       
"
"   float h = area2/length(v1-v2);                                             
"
"                                                                              
"
"   // ---                                                                     
"
"   // The swizz variable tells us which of the three vertices                 
"
"   // we are dealing with. The ugly comparisons would not be needed if          
"
"   // swizz was an int.                                                          
"
"                                                                              
"
"   if(swizz<0.1)                                                              
"
"      dist = vec3(h,0,0);                                                     
"
"   else if(swizz<1.1)                                                         
"
"      dist = vec3(0,h,0);                                                     
"
"   else                                                                       
"
"      dist = vec3(0,0,h);                                                     
"
"                                                                              
"
"   // ----                                                                    
"
"   // Quick fix to defy perspective correction                                
"
"                                                                              
"
"   dist *= gl_Position.w;                                                     
"
"}                                                                             
";

tri_frag_string.cpp

const char * tri_frag_string =
"                                                                              
"
"uniform vec3 WIRE_COL;                                                        
"
"uniform vec3 FILL_COL;                                                        
"
"                                                                              
"
"varying vec3 dist;                                                            
"
"                                                                              
"
"void main(void)                                                               
"
"{                                                                             
"
"   // Undo perspective correction.                                            
"
"      vec3 dist_vec = dist * gl_FragCoord.w;                                     
"
"                                                                              
"
"   // Compute the shortest distance to the edge                               
"
"      float d =min(dist_vec[0],min(dist_vec[1],dist_vec[2]));                    
"
"                                                                              
"
"      // Compute line intensity and then fragment color                          
"
"     float I = exp2(-2.0*d*d);                                                  
"
"     gl_FragColor.xyz = I*WIRE_COL + (1.0 - I)*FILL_COL;                        
"
"}                                                                             
";
原文地址:https://www.cnblogs.com/coolbear/p/12518770.html