Billboard-like Representation For Spheres OpenGL - c++

The world is made of spheres. Since drawing a sphere in OpenGL takes a lot of triangles, I thought it would be faster to use a point and radius to represent a sphere, then use Billboarding in OpenGL to draw it. The current approach I took causes adjacent spheres to not touch when rotating the view.
Here's an example:
There are two spheres:
Sphere 1 Position (0, 0, -3) Radius (0.5)
Sphere 2 Position (-1, 0, -3) Radius (0.5)
The projection matrix is defined using:
glm::perspective(glm::radians(120.0f), 1.0f, 1.0f, 100.0f);
Image 1: When there is no rotation, it looks as expected.
Image 2: When there is rotation, billboarding responds to the camera as expected, but the spheres' do not touch anymore. And if they were actually spheres that were next to each other, you would expect them to touch.
What I have tried:
I tried GL_POINTS, they didn't work as good because it didn't seem to
handle the depth test correctly for me.
I tried a geometry shader that creates a square before and after
the projection matrix was applied.
Here's the code I have now that created the images:
Vertex Shader
#version 460
layout(location = 0) in vec3 position;
layout(location = 1) in float radius;
out float radius_vs;
void main()
{
gl_Position = vec4(position, 1.0);
radius_vs = radius;
}
Geometry Shader
#version 460
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
layout(location = 2) uniform mat4 view_mat;
layout(location = 3) uniform mat4 projection_mat;
in float radius_vs[];
out vec2 bounds;
void main()
{
vec3 x_dir = vec3(view_mat[0][0], view_mat[1][0], view_mat[2][0]) * radius_vs[0];
vec3 y_dir = vec3(view_mat[0][1], view_mat[1][1], view_mat[2][1]) * radius_vs[0];
mat4 fmat = projection_mat * view_mat;
gl_Position = fmat * vec4(gl_in[0].gl_Position.xyz - x_dir - y_dir, 1.0f);
bounds = vec2(-1.0f, -1.0f);
EmitVertex();
gl_Position = fmat * vec4(gl_in[0].gl_Position.xyz - x_dir + y_dir, 1.0f);
bounds = vec2(-1.0f, 1.0f);
EmitVertex();
gl_Position = fmat * vec4(gl_in[0].gl_Position.xyz + x_dir - y_dir, 1.0f);
bounds = vec2(1.0f, -1.0f);
EmitVertex();
gl_Position = fmat * vec4(gl_in[0].gl_Position.xyz + x_dir + y_dir, 1.0f);
bounds = vec2(1.0f, 1.0f);
EmitVertex();
EndPrimitive();
}
Fragment Shader
#version 460
out vec4 colorOut;
in vec2 bounds;
void main()
{
vec2 circCoord = bounds;
if (dot(circCoord, circCoord) > 1.0)
{
discard;
}
colorOut = vec4(1.0f, 1.0f, 0.0f, 1.0);
}

Related

How to Rotate a Quad

I'm trying to make a quad rotate around its center. I am using glm::rotate() and setting the quad to rotate on the z axis. However when I do this it gives this weird effect. The quad stretches and warps. It almost looks 3d but since I am rotating it around the z axis that shouldn't happen right?
Here's relevant code for context:
float rotation = 0.0f;
double prevTime = glfwGetTime();
while (!glfwWindowShouldClose(window))
{
GLCall(glClearColor(0.0f, 0.0f, 0.0f, 1.0f));
GLCall(glClear(GL_COLOR_BUFFER_BIT));
updateInput(window);
shader.Use();
glUniform1f(xMov, x);
glUniform1f(yMov, y);
test.Bind();
double crntTime = glfwGetTime();
if (crntTime - prevTime >= 1 / 60)
{
rotation += 0.5f;
prevTime = crntTime;
}
glm::mat4 model = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(rotation), glm::vec3(0.0f, 0.0f, 1.0f));
int modelLoc = glGetUniformLocation(shader.id, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
vao.Bind();
vBuffer1.Bind();
iBuffer1.Bind();
GLCall(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0));
glfwSwapBuffers(window);
glfwPollEvents();
}
Shader:
#version 440 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
layout(location = 2) in vec2 aTex;
out vec3 color;
out vec2 texCoord;
uniform float xMove;
uniform float yMove;
uniform mat4 model;
void main()
{
gl_Position = model * vec4(aPos.x + xMove, aPos.y + yMove, aPos.z, 1.0);
color = aColor;
texCoord = aTex;
}
Without you showing the graphical output it is hard to say.
Your first issue is, you are not rotating around the center, to rotate by the center you must, offset the quad so that its center is at 0,0. then rotate, then offset back to the original position, but you have this line:
gl_Position = model * vec4(aPos.x + xMove, aPos.y + yMove, aPos.z, 1.0);
Under the assumption that the quad as at the origin to begin with you are rotating it around the point (-xMove, -yMove).

SSAO & Shadow mapping | Shadows do not work with the SSAO

The SSAO in our engine seems to be working, however I cannot get the SSAO to work with shadow mapping. Here is a screenshot of the bug I am currently having when shadows are applied....
With shadows applied
But also, depending on the camera view and camera position, random shadows sometimes appear...
Random Shadows depending on camera view and position
Here is the gbuffer vertex shader..
#version 330 core
layout (location = 0) in vec3 positions;
layout (location = 1) in vec2 texCoords;
layout (location = 2) in vec3 normals;
out vec3 FragPos;
out vec3 ShadowFragPos;
out vec2 TexCoords;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;
void main()
{
vec4 viewPos = view * model * vec4(positions, 1.0);
FragPos = viewPos.xyz;
TexCoords = texCoords;
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
Normal = normalMatrix * normals;
gl_Position = proj * viewPos;
}
Here is the lighting shader..
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D gPosition;
uniform sampler2D gNormal;
uniform sampler2D gAlbedoSpec;
uniform sampler2D gShadowmap;
uniform sampler2D gSsao;
uniform vec3 cameraPos;
uniform mat4 lightSpaceMatrix;
vec3 Normal;
vec3 FragPos;
uniform vec3 lightPos;
float calculate_shadows(vec4 light_space_pos)
{
// perform perspective divide
vec3 projCoords = light_space_pos.xyz / light_space_pos.w;
// transform to [0,1] range
projCoords = projCoords * 0.5 + 0.5;
// get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
float closestDepth = texture(gShadowmap, projCoords.xy).r;
// get depth of current fragment from light's perspective
float currentDepth = projCoords.z;
// check whether current frag pos is in shadow
vec3 lightDir = normalize(vec3(2.0f, 4.0f, 1.0f) - FragPos);
float bias = max(0.05 * (1.0 - dot(Normal, lightDir)), 0.005);
float shadow = 0.0;
vec2 texelSize = 1.0 / textureSize(gShadowmap, 0);
// 8x8 kernel PCF
float x;
float y;
for (y = -3.5; y <= 3.5 ; y += 1.0)
{
for (x = -3.5; x <= 3.5 ; x += 1.0)
{
float pcfDepth = texture(gShadowmap, projCoords.xy + vec2(x, y) * texelSize).r;
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
}
}
shadow /= 64.0;
return shadow;
}
void main(void)
{
FragPos = texture(gPosition, TexCoords).rgb;
Normal = texture(gNormal, TexCoords).rgb;
vec3 Diffuse = texture(gAlbedoSpec, TexCoords).rgb;
float Specular = texture(gAlbedoSpec, TexCoords).a;
float AmbientOcclusion = texture(gSsao, TexCoords).r;
vec3 lighting = vec3(0.3 * Diffuse * AmbientOcclusion);
vec3 viewDir = normalize(-FragPos);
vec3 lightDir = normalize(lightPos - FragPos);
vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * vec3(1.0f, 0.5f, 0.3f);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(Normal, halfwayDir), 0.0), 8.0);
vec3 specular = vec3(1.0f, 0.5f, 0.3f) * spec * Specular;
float shadow = calculate_shadows(lightSpaceMatrix * vec4(FragPos, 1.0));
lighting += ((1.0 - shadow) * (diffuse + specular));
FragColor = vec4(lighting, 1.0f);
}
The textures are binded in the light pass as follows..
// bind the positions texture and store in the first texture slot/unit
glActiveTexture(GL_TEXTURE0); // texture unit 0
glBindTexture(GL_TEXTURE_2D, gbuffer.gPositions); // geometry positions
// bind the normals texture and store in the second texture slot/unit
glActiveTexture(GL_TEXTURE1); // texture unit 1
glBindTexture(GL_TEXTURE_2D, gbuffer.gNormals); // geometry normals
// bind the albedo & specular texture and store in the third texture slot/unit
glActiveTexture(GL_TEXTURE2); // texture unit 2
glBindTexture(GL_TEXTURE_2D, gbuffer.gAlbedoSpec); // geometry albedospec
// bind the albedo & specular texture and store in the third texture slot/unit
glActiveTexture(GL_TEXTURE3); // texture unit 3
glBindTexture(GL_TEXTURE_2D, gbuffer.gShadowmap); // geometry albedospec
glActiveTexture(GL_TEXTURE4); // texture unit 2
glBindTexture(GL_TEXTURE_2D, gbuffer.ssaoColorBuffer); // geometry albedospec
Finally, here is the calculation of the lightSpaceMatrix..
light_projection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, 1.0f, 7.5f);
light_view = glm::lookAt(glm::vec3(0.0f, 4.0f, 5.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
light_space_matrix = light_projection * light_view;
Any ideas why this could be happening? how do I get shadows to work with SSAO?
any help is much appreciated.
FragPos is a camera view space position.
light_space_pos, the input parameter to calculate_shadows has to be a clip space coordinate, as seen from the light source.
This mean that when you do
float shadow = calculate_shadows(lightSpaceMatrix * vec4(FragPos, 1.0));
lightSpaceMatrix has to be the transformation from the camera view space to the clip space of the light source.
To do so, you have to do 3 transformations:
camera view space to world space. This can bed done by the inverse view matrix.
world space to light space, which is the transformation by light_view.
light view space to light clip space, is the transformation by light_projection.
So the setting of light_space_matrix = light_projection * light_view; is not sufficient, it has to be
light_space_matrix = light_projection * light_view * glm::inverse(view);

Problems with drawing billboards

I am currently trying to draw billboards and some geometry with "modern opengl approach". Problem is that I cannot force billboards to keep their positions in space.
I need to link text positions with positions of another objects. Coordinates of text position are (3,3,3) and same coordinates has end of black line. In some positions I have exactly what I need: text is drawn at the end of line, but in some - it is too far from the end of line.
My render code:
public void Draw()
{
//Set up matrices
projectionMatrix = Matrix4.CreateOrthographic(_width, _height, -10000, 10000);
modelMatrix = Matrix4.Identity;
viewMatrix = Matrix4.CreateRotationY((float)xrot) *
Matrix4.CreateRotationX((float)yrot) *
Matrix4.CreateScale((float)scale);
var viewPort = new Rectangle(-(_width / 2), -(_height / 2), _width, _height);
var viewportTransformationMatrix = ComputeViewportTransformationMatrix(viewPort, -100, 100);
var viewportOrthographicMatrix = ComputeViewportOrthographicMatrix(viewPort);
worldViewProj = modelMatrix * viewMatrix * projectionMatrix;
//DRAW AXISES
GL.UseProgram(axisesProgramID);
axisesProgram.Uniforms["worldViewProj"].SetValue(worldViewProj);
axisesVAO.Bind();
for (int i = 0; i < 4; i++)
{
GL.DrawArrays(PrimitiveType.Lines, i * 2, 2);
}
//DRAW TEXT WITH PRE-CREATED TEXTURE
GL.UseProgram(textProgramID);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, textureID);
//set-up uniforms
textProgram.Uniforms["og_viewportOrthographicMatrix"].SetValue(viewportOrthographicMatrix);
textProgram.Uniforms["og_viewportTransformationMatrix"].SetValue(viewportTransformationMatrix);
textProgram.Uniforms["Position"].SetValue(new float[] { 3.0f, 3.0f, 3.0f });
textProgram.Uniforms["projectionMatrix"].SetValue(projectionMatrix);
textProgram.Uniforms["modelViewMatrix"].SetValue(modelViewMatrix);
textProgram.Uniforms["og_texture0"].SetValue(0);
GL.DrawArrays(PrimitiveType.Points, 0, 1);
GL.BindTexture(TextureTarget.Texture2D, 0);
}
public Matrix4 ComputeViewportTransformationMatrix(Rectangle viewport, float nearDepthRange, float farDepthRange)
{
double halfWidth = viewport.Width * 0.5;
double halfHeight = viewport.Height * 0.5;
double halfDepth = (farDepthRange - nearDepthRange) * 0.5;
//
// Bottom and top swapped: MS -> OpenGL
//
return new Matrix4(
(float)halfWidth, 0.0f, 0.0f, (float)viewport.Left + (float)halfWidth,
0.0f, (float)halfHeight, 0.0f, (float)viewport.Top + (float)halfHeight,
0.0f, 0.0f, (float)halfDepth, (float)nearDepthRange + (float)halfDepth,
0.0f, 0.0f, 0.0f, 1.0f);
}
public static Matrix4 ComputeViewportOrthographicMatrix(Rectangle viewport)
{
//
// Bottom and top swapped: MS -> OpenGL
//
return Matrix4.CreateOrthographicOffCenter(
(float)viewport.Left, (float)viewport.Right,
(float)viewport.Top, (float)viewport.Bottom,
0.0f, 1.0f);
}
My axises shaders are really simple path-through.
//VERTEX SHADER
#version 150 core
in vec3 in_Position;
in vec3 in_Color;
out vec4 color;
uniform mat4 worldViewProj;
void main(void) {
gl_Position = worldViewProj * vec4(in_Position, 1.0);
color = vec4(in_Color, 1.0f);
}
//FRAGMENT SHADER
#version 150 core
in vec4 color;
out vec4 out_Color;
void main(void)
{
out_Color = color;
}
Here are text (texture) shaders:
//VERTEX SHADER
#version 330
out float gsOrigin;
out vec2 gsPixelOffset;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 og_viewportTransformationMatrix;
uniform float origin = 6; // TODO: Why does this not work when float is int?
uniform vec2 pixelOffset = vec2(0,0);
uniform vec3 Position;
vec4 ModelToWindowCoordinates(
vec4 v,
mat4 modelViewPerspectiveMatrix,
mat4 viewportTransformationMatrix)
{
v = modelViewPerspectiveMatrix * v; // clip coordinates
v.xyz /= v.w; // normalized device coordinates
v.xyz = (viewportTransformationMatrix * vec4(v.xyz, 1.0)).xyz; // window coordinates
return v;
}
void main()
{
gl_Position = ModelToWindowCoordinates ( vec4(Position, 1.0f) , modelViewMatrix * projectionMatrix , og_viewportTransformationMatrix ) ;
gsOrigin = origin;
gsPixelOffset = pixelOffset;
}
//GEOMETRY SHADER
#version 330
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
in float gsOrigin[];
in vec2 gsPixelOffset[];
out vec2 fsTextureCoordinates;
uniform sampler2D og_texture0;
uniform float og_highResolutionSnapScale;
uniform mat4 og_viewportOrthographicMatrix;
void main()
{
float originScales[3] = float[](0.0, 1.0, -1.0);
vec2 halfSize = vec2(textureSize(og_texture0, 0)) * 0.5 * og_highResolutionSnapScale;
vec4 center = gl_in[0].gl_Position;
int horizontalOrigin = int(gsOrigin[0]) & 3; // bits 0-1
int verticalOrigin = (int(gsOrigin[0]) & 12) >> 2; // bits 2-3
center.xy += (vec2(originScales[horizontalOrigin], originScales[verticalOrigin]) * halfSize);
center.xy += (gsPixelOffset[0] * og_highResolutionSnapScale);
vec4 v0 = vec4(center.xy - halfSize, 0, 1.0);
vec4 v1 = vec4(center.xy + vec2(halfSize.x, -halfSize.y), 0, 1.0);
vec4 v2 = vec4(center.xy + vec2(-halfSize.x, halfSize.y), 0, 1.0);
vec4 v3 = vec4(center.xy + halfSize, 0, 1.0);
gl_Position = og_viewportOrthographicMatrix * v0;
fsTextureCoordinates = vec2(0.0, 0.0);
EmitVertex();
gl_Position = og_viewportOrthographicMatrix * v1;
fsTextureCoordinates = vec2(1.0, 0.0);
EmitVertex();
gl_Position = og_viewportOrthographicMatrix * v2;
fsTextureCoordinates = vec2(0.0, 1.0);
EmitVertex();
gl_Position = og_viewportOrthographicMatrix * v3;
fsTextureCoordinates = vec2(1.0, 1.0);
EmitVertex();
}
//FRAGMENT SHADER
#version 330
in vec2 fsTextureCoordinates;
out vec4 fragmentColor;
uniform sampler2D og_texture0;
uniform vec3 u_color;
void main()
{
vec4 color = texture(og_texture0, fsTextureCoordinates);
if (color.a == 0.0)
{
discard;
}
fragmentColor = vec4(color.rgb * u_color.rgb, color.a);
}
To me it looks like there is some basic coordinate system confusion. I have not checked everything here, but to me,
worldViewProj = modelMatrix * viewMatrix * projectionMatrix;
looks like the wrong way round, as vertices should be multiplied from the right like
projection*view*model*vertex
The same issue is within your shaders.
Also, i am not entirely sure, but it seems you are computing pixel coordinates for gl_Position in the shader (as you are applying some viewporttransform in the function ModelToWindowCoordinates). Since pixel coordinates may e.g. range from 0,0 to 1920,1080 they are not correct for gl_Position, which should be in clip coordinates.
I think you should read up a good tutorial about 3d billboarding and the math, for example
this one looks quite interesting. Then modify the sample code to fit your needs step by step.

Is it possible to draw a sphere with strands using a unique geometry shader?

I'd like to display a simple UV sphere (exported from Blender) and generate lines with normal coordinates using a unique geometry shader.
In a first time, I wrote a simple geometry shader which simply return the input vertices informations to the fragment shader. For a sake of simplicity (for the exemple) I erased the luminosity calculations in the fragment shader.
Vertex shader :
#version 400
layout (location = 0) in vec3 VertexPosition;
layout (location = 1) in vec3 VertexNormal;
uniform mat4 MVP;
out vec3 VPosition;
out vec3 VNormal;
void main(void)
{
VNormal = VertexNormal;
gl_Position = vec4(VertexPosition, 1.0f);
}
Geometry shader :
#version 400
layout(points) in;
layout(line_strip, max_vertices = 2) out;
uniform mat4 MVP;
in vec3 VNormal[];
out vec3 fcolor;
void main(void)
{
float size = 2.5f;
fcolor = vec3(0.0f, 0.0f, 1.0f);
gl_Position = MVP * gl_in[0].gl_Position;
EmitVertex();
fcolor = vec3(1.0f, 1.0f, 0.0f);
gl_Position = MVP * vec4(gl_in[0].gl_Position.xyz + vec3(
VNormal[0].x * size, VNormal[0].y * size, VNormal[0].z * size), 1.0f);
EmitVertex();
EndPrimitive();
}
And the fragment shader :
#version 400
in vec3 Position;
in vec3 Normal;
in vec2 TexCoords;
out vec4 FragColor;
in vec3 fcolor;
void main(void)
{
FragColor = vec4(fcolor, 1.0f);
}
Now in the C++ code the primitive type to draw (here triangles):
glDrawArrays(GL_TRIANGLES, 0, meshList[idx]->getVertexBuffer()->getBufferSize());
And finally the output :
Until here all is ok.
Now I want to generate strands on the sphere as normals. To do the job done I wrote the following geometry shader (the vertex and fragment shaders are the sames).
#version 400
layout(points) in;
layout(line_strip, max_vertices = 2) out;
uniform mat4 MVP;
in vec3 VNormal[];
out vec3 fcolor;
void main(void)
{
float size = 1.0f;
fcolor = vec3(0.0f, 0.0f, 1.0f);
gl_Position = MVP * gl_in[0].gl_Position;
EmitVertex();
fcolor = vec3(1.0f, 1.0f, 0.0f);
gl_Position = MVP * vec4(gl_in[0].gl_Position.xyz + vec3(
VNormal[0].x * size, VNormal[0].y * size, VNormal[0].z * size), 1.0f);
EmitVertex();
EndPrimitive();
}
The input primitive type being points I modified the C++ code to draw the scene :
glDrawArrays(GL_POINTS, 0, meshList[idx]->getVertexBuffer()->getBufferSize());
And the output:
Finally if I want to get a triangle input as input primitive and a line_strip as output primitive in the geometry shader I have the following shader:
#version 400
layout(triangles, invocations = 3) in;
layout(line_strip, max_vertices = 6) out;
uniform mat4 MVP;
in vec3 VNormal[];
out vec3 fcolor;
void main(void)
{
float size = 1.0f;
for (int i = 0; i < 3; i++)
{
fcolor = vec3(0.0f, 0.0f, 1.0f);
gl_Position = MVP * gl_in[i].gl_Position;
EmitVertex();
fcolor = vec3(1.0f, 1.0f, 0.0f);
gl_Position = MVP * vec4(gl_in[0].gl_Position.xyz + vec3(
VNormal[0].x * size, VNormal[0].y * size, VNormal[0].z * size), 1.0f);
EmitVertex();
EndPrimitive();
}
}
And the output is the following :
But my goal is to display in one output the scene (sphere + strands) using the same geometry shader. I'd like to know if it's possible to do this. I don't think so because a geometry shader must have just one type of input primitive and an other one in output and not several types. I want to be sure if it's possible or not.
Who knows, maybe one day there'll be an extension to emit multiple primitive types from a geometry shader, but as you say it can't currently be done.
One alternative might be to draw the normal lines with triangles instead.
Another, but completely useless in this case, might be to use the transform feedback extension to save the vertex shader results and reuse that data with two separate geometry shaders. I only mention this as it's the closest thing I could think of to emit multiple primitive types after the vertex stage.
EDIT
The two geometry shaders for drawing normals confuses me. In the second one, max_vertices = 3, which should be 6 for 3 separate lines and EndPrimitive should also be inside the for-loop so the 3 lines aren't connected. But you've already sorted this out by drawing GL_POINTS in the previous one. Is this intended to be structured for multiple primitive output, if it were supported? (fixed)
Given your geometry reuses many vertices, indices with glDrawElements would be more efficient. Although you'd still want to use glDrawArrays for drawing normal lines to avoid drawing duplicate vertices referenced by an index array.

How get few vertices on geometry shader in GLSL

I need get 4 vertices after vertex shader processing. Primitive(quad) drawing with target: GL_TRIANGLE_STRIP.
My code:
layout(lines_adjacency) in;
layout(triangle_strip, max_vertices = 4) out;
in vs_output
{
vec4 color;
} gs_in[];
out gs_output
{
vec2 st ;
vec4 color;
} gs_out;
void main()
{
gl_Position = gl_in[0].gl_Position;
gs_out.st = vec2(0.0f, 0.0f);
gs_out.color = gs_in[0].color;
EmitVertex();
gl_Position = gl_in[1].gl_Position;
gs_out.st = vec2(0.0f, 1.0f);
gs_out.color = gs_in[1].color;
EmitVertex();
gl_Position = gl_in[2].gl_Position;
gs_out.st = vec2(1.0f, 0.0f);
gs_out.color = gs_in[2].color;
EmitVertex();
gl_Position = gl_in[3].gl_Position;
gs_out.st = vec2(1.0f, 1.0f);
gs_out.color = gs_in[3].color;
EmitVertex();
EndPrimitive();
}
compiller throw error: "array index out of bounds"
how i can get 4 vertex on geometry shader?
Primitive(quad) drawing with target: GL_TRIANGLE_STRIP.
The primitive type must match your input primitive type. Just draw with GL_LINES_ADJACENCY, with every 4 vertices being an independent quad.
Even better, stop murdering your performance with a geometry shader. You'd be better off just passing the texture coordinate as an input. Or, failing that, doing this in a vertex shader:
out vec2 st;
const vec2 texCoords[4] = vec2[4](
vec2(0.0f, 0.0f),
vec2(0.0f, 1.0f),
vec2(1.0f, 0.0f),
vec2(1.0f, 1.0f)
);
void main()
{
...
st = texCoords[gl_VertexID % 4];
...
}
Assuming that you rendered this with glDrawArrays rather than glDrawElements.