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使用glVertexAttribPointer和glDrawElements从打包的顶点缓冲区中进行绘制

[英]Using glVertexAttribPointer and glDrawElements to draw from a packed vertex buffer

I have a packed vertex buffer containing postion coordinates aswell as color values for a vertex in the format {X, Y, Z, R, G, B, A}. 我有一个打包的顶点缓冲区,包含位置坐标以及格式为{X,Y,Z,R,G,B,A}的顶点的颜色值。

I am able to display the rectangle properly with a hardcoded color when I alter the fragment shader by taking out the a_Color attribute and hard coding a vec4 value for gl_FragColor but I am not able to pass the color vec4 attribute into the fragment shader (the rectangle won't display in that scenario). 当我通过取出a_Color属性并硬编码gl_FragColor的vec4值但是我无法将颜色vec4属性传递到片段着色器(矩形)时,我可以使用硬编码颜色正确显示矩形。将不会显示在该场景中)。

What is the correct way to use glVertexAttribPointer(...) and glDrawElements(...) to draw from a packed vertex buffer in OpenGL ES 2.0? 使用glVertexAttribPointer(...)和glDrawElements(...)从OpenGL ES 2.0中的压缩顶点缓冲区绘制的正确方法是什么?

See my code below: 请参阅下面的代码:

public class GameRenderer implements Renderer {
    public static final int POS_SZ = 3;
    public static final int COL_SZ = 4;
    public static final int FLOAT_SZ = 4;
    public static final int SHORT_SZ = 2;

    private FloatBuffer gridVB;
    private ShortBuffer gridIndices;
    int programCode, paPositionHandle, paColorHandle, puMVPMatrixHandle;

    private final String vertexShaderCode =
        "uniform mat4 u_MVPMatrix;  \n" +
        "attribute vec4 a_Position; \n" +
        "void main(){               \n" +
        " gl_Position = u_MVPMatrix * a_Position;   \n" +
        "} \n";

    private String fragmentShaderCode = 
        "precision mediump float;   \n" +
        "attribute vec4 a_Color; \n" +
        "void main(){               \n" +
        " gl_FragColor = a_Color;   \n" +
        "}                          \n";

    public void staticGrid() {
        float vertexArray[] = {
            -0.75f, 0.75f, 0.0f,        // position
            0.0f, 0.0f, 1.0f, 1.0f,     // colour
            0.75f, 0.75f, 0.0f,
            0.0f, 0.0f, 1.0f, 1.0f,
            0.75f, -0.75f, 0.0f,
            0.0f, 0.0f, 1.0f, 1.0f,
            -0.75f, -0.75f, 0.0f,
            0.0f, 0.0f, 1.0f, 1.0f
        };

        short indicesArray[] = {
            0, 1, 2, 0, 2, 3
        };

        ByteBuffer vbb = ByteBuffer.allocateDirect(vertexArray.length * FLOAT_SZ);
        vbb.order(ByteOrder.nativeOrder());
        gridVB = vbb.asFloatBuffer();
        gridVB.put(vertexArray);
        gridVB.position(0);

        ByteBuffer ibb = ByteBuffer.allocateDirect(indicesArray.length * SHORT_SZ);
        ibb.order(ByteOrder.nativeOrder());
        gridIndices = ibb.asShortBuffer();
        gridIndices.put(indicesArray);
        gridIndices.position(0);
    }

    public void onSurfaceCreated(GL10 unused, EGLConfig arg1) {
        GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
        staticGrid();
        int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
        int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
        programCode = GLES20.glCreateProgram();
        GLES20.glAttachShader(programCode, vertexShader);
        GLES20.glAttachShader(programCode, fragmentShader);
        GLES20.glLinkProgram(programCode);

        paPositionHandle = GLES20.glGetAttribLocation(programCode, "a_Position");
        paColorHandle = GLES20.glGetAttribLocation(programCode, "a_Color");
        puMVPMatrixHandle = GLES20.glGetUniformLocation(programCode, "u_MVPMatrix");
    }

    public void onDrawFrame(GL10 unused) {
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
        GLES20.glUseProgram(programCode);

        int stride = (POS_SZ + COL_SZ) * FLOAT_SZ;
        int indices_cnt = 6;

        gridVB.position(0);
        GLES20.glEnableVertexAttribArray(paPositionHandle);
        GLES20.glVertexAttribPointer(paPositionHandle, POS_SZ, GLES20.GL_FLOAT, false, stride, gridVB);

        gridVB.position(POS_SZ);
        GLES20.glEnableVertexAttribArray(paColorHandle);
        GLES20.glVertexAttribPointer(paColorHandle, COL_SZ, GLES20.GL_FLOAT, false, stride, gridVB);

        // matrix manipulation ...

        GLES20.glDrawElements(GLES20.GL_TRIANGLES, indices_cnt, GLES20.GL_UNSIGNED_SHORT, gridIndices);
    }
}

Fragment shaders don't use attributes. 片段着色器不使用属性。 Attributes are per-vertex values, which a fragment shader wouldn't know anything about. 属性是每顶点值,片段着色器不会知道任何内容。 What you want to do is to take the color as an attribute to the vertex shader, and then use a varying to pass the color to the fragment shader. 您要做的是将颜色作为attribute应用于顶点着色器,然后使用varying将颜色传递给片段着色器。

Also please start using error checking for your shaders, it will tell you when you make mistakes like this: 另外,请开始使用着色器的错误检查,它会告诉您何时出现这样的错误:

http://www.khronos.org/opengles/sdk/docs/man/xhtml/glGetProgramiv.xml (check for GL_LINK_STATUS ) http://www.khronos.org/opengles/sdk/docs/man/xhtml/glGetProgramiv.xml (检查GL_LINK_STATUS

http://www.khronos.org/opengles/sdk/docs/man/xhtml/glGetShaderiv.xml (check for GL_COMPILE_STATUS ) http://www.khronos.org/opengles/sdk/docs/man/xhtml/glGetShaderiv.xml (检查GL_COMPILE_STATUS

http://www.khronos.org/opengles/sdk/docs/man/xhtml/glGetProgramInfoLog.xml http://www.khronos.org/opengles/sdk/docs/man/xhtml/glGetProgramInfoLog.xml

http://www.khronos.org/opengles/sdk/docs/man/xhtml/glGetShaderInfoLog.xml http://www.khronos.org/opengles/sdk/docs/man/xhtml/glGetShaderInfoLog.xml

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