摘要
随着可编程图形硬件时代的到来,着色器替代了传统的固定渲染管线以实现更加逼真的图像效果。高级着色语言的兴起,给着色器编写带来了方便,然而编写着色器依然带来一些独有的挑战。通过实现一款基于OSG(OpenSceneGraph)的GLSL着色器编辑环境,以大大简化着色器编写,帮助着色器实现者开发一个参数化的着色器,并借助OSG的插件机制大大扩展了应用范围。
With the era of programmable graphics hardware,shader replaces the traditional fixed rendering pipeline to achieve more realistic effects.The rise of high-level shading language gives the convenience to writing shader,but still brings some unique challenges.This paper implements a GLSL shader editing environment based on OSG,in order to greatly simplify the shader coding and help shader developers to develop a parameterized shader.We also extends the range of applications of the results by using OSG's plug-in mechanism.
出处
《计算机系统应用》
2011年第3期153-156,共4页
Computer Systems & Applications