虚线的代码完成。
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@@ -1,24 +1,64 @@
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#version 450
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) in float fragLinePosition;
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layout(location = 1) in vec3 fragSegmentStart;
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layout(location = 2) in vec3 fragSegmentEnd;
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layout(location = 3) in vec3 fragWorldPos;
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layout(location = 0) out vec4 outColor;
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layout(binding = 0) uniform UniformBufferObject {
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mat4 proj;
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mat4 model;
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mat4 view;
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} ubo;
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layout(binding = 1) uniform DashParameters {
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float dashSize;
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float gapSize;
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float dashOffset;
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float uAASize;
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int useWorldSpace;
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} dashParams;
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void main() {
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// 硬编码虚线参数
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const float dashSize = 0.05;
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const float gapSize = 0.05;
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// 转换为NDC坐标
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vec3 ndcStart = fragSegmentStart / fragSegmentStart.z;
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vec3 ndcEnd = fragSegmentEnd / fragSegmentEnd.z;
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vec3 fragNDC = gl_FragCoord.xyz / gl_FragCoord.z;
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fragNDC = (fragNDC * 2.0) - 1.0;
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// 计算当前片元在线段上的投影
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vec2 lineDir = normalize(ndcEnd.xy - ndcStart.xy);
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vec2 startToFrag = fragNDC.xy - ndcStart.xy;
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float projection = dot(startToFrag, lineDir);
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// 使用时间创建动画效果(需要GL_EXT_shader_realtime_clock_speed扩展)
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// 或者使用一个简单的基于帧计数的方法
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float time = float(gl_FragCoord.x + gl_FragCoord.y) * 0.01; // 简单的伪时间
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// 计算线段在屏幕空间的长度(用于抗锯齿)
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float segmentLength = length(ndcEnd.xy - ndcStart.xy);
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float patternPosition = mod(fragLinePosition, dashSize + gapSize);
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// 应用虚线模式
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float dashPeriod = dashParams.dashSize + dashParams.gapSize;
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float currentPos = mod(projection + dashParams.dashOffset, dashPeriod);
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if (patternPosition > dashSize) {
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// 抗锯齿处理
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float alpha = 1.0;
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// 线段开始处的抗锯齿(避免线段起始处出现半截虚线)
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alpha *= smoothstep(0.0, dashParams.uAASize / segmentLength, projection);
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// 线段结束处的抗锯齿
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alpha *= 1.0 - smoothstep(segmentLength - dashParams.uAASize / segmentLength,
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segmentLength, projection);
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// 虚线模式抗锯齿
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alpha *= 1.0 - smoothstep(dashParams.dashSize,
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dashParams.dashSize + dashParams.uAASize / dashPeriod,
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currentPos);
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// 如果alpha接近0,直接丢弃片元
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if (alpha < 0.01) {
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discard;
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}
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outColor = vec4(fragColor, 1.0);
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outColor = vec4(fragColor, alpha);
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}
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@@ -2,9 +2,13 @@
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec3 inLineStart;
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layout(location = 3) in vec3 inLineEnd;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out float fragLinePosition; // 用于虚线计算
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layout(location = 1) out vec3 fragLineStart;
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layout(location = 2) out vec3 fragLineEnd;
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layout(binding = 0) uniform UniformBufferObject {
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mat4 proj;
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@@ -13,11 +17,12 @@ layout(binding = 0) uniform UniformBufferObject {
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} ubo;
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void main() {
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mat4 mvp = ubo.proj * ubo.view * ubo.model;
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gl_Position = mvp * vec4(inPosition, 1.0);
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fragColor = inColor;
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gl_PointSize = 2.0;
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mat4 worldviewproj = ubo.proj * ubo.view * ubo.model;
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gl_Position = worldviewproj * vec4(inPosition, 1.0);
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// 硬编码虚线参数:使用模型空间的X坐标,你可以根据需要调整
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fragLinePosition = inPosition.x;
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fragColor = inColor;
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// 传递裁剪空间坐标
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fragLineStart = (worldviewproj * vec4(inLineStart, 1.0)).xyz;
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fragLineEnd = (worldviewproj * vec4(inLineEnd, 1.0)).xyz;
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}
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