簡體   English   中英

如何使用OpenGL將數據發送到頂點着色器?

[英]How to send data to vertex shader with OpenGL?

將數據發送到頂點着色器時遇到一些問題:

#version 450 core

layout (location = 5) in vec3 in_Vertex;
layout (location = 6) in vec3 in_Color;

in int gl_InstanceID;

layout (location = 0) uniform mat4 projection;
layout (location = 1) uniform mat4 modelview;
layout (location = 2) uniform float posX;
layout (location = 3) uniform float posY;
layout (location = 4) uniform uint posZ;

out vec4 v_color;

void main()
{

    float tmpX = posX;
    float tmpY = posY;
    uint tmpZ = posZ;

    gl_Position = projection * modelview * vec4(in_Vertex.x + tmpX*2, in_Vertex.y + tmpY*2, in_Vertex.z + tmpZ, 1.0) + vec4(in_Color, 0.0);

    v_color = vec4(in_Color,1.0);
}

in_Vertex工作正常,但是in_Color似乎值不正確,我將數據發送為:

glUseProgram(m_shaderPerso.getID());

    glBindBuffer(GL_ARRAY_BUFFER, m_vbo);

        glVertexAttribPointer(5, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
        glEnableVertexAttribArray(5);

            glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(m_offsetColor));
            glEnableVertexAttribArray(6);

                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);


                    glUniformMatrix4fv(0, 1, GL_FALSE, glm::value_ptr(projection));
                    glUniformMatrix4fv(1, 1, GL_FALSE, glm::value_ptr(modelview));

                    for( auto &x : m_mapPos)
                    {
                        glUniform1f(2, x.second.getX());
                        glUniform1f(3, x.second.getY());
                        glUniform1ui(4, s_map->getHauteur(x.second.getXint(),x.second.getYint()));

                        glDrawElements(GL_TRIANGLES, m_tailleI, GL_UNSIGNED_BYTE, 0);
                    }


                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

            glDisableVertexAttribArray(6);

        glDisableVertexAttribArray(5);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

glUseProgram(m_shaderPerso.getID());

我用以下命令初始化VBO:

glGenBuffers(1, &m_vbo);

glBindBuffer(GL_ARRAY_BUFFER, m_vbo); //Verrouillage VBO

    glBufferData(GL_ARRAY_BUFFER, (tailleV * sizeof(float)) + (m_tailleI*3 * sizeof(float)), 0, GL_STATIC_DRAW); //Allocation memoire

    glBufferSubData(GL_ARRAY_BUFFER, 0, tailleV * sizeof(float), m_vertices); //Transfert données vertices

    glBufferSubData(GL_ARRAY_BUFFER, tailleV * sizeof(float), m_tailleI*3 * sizeof(float), m_color); //Transfert données couleurs

glBindBuffer(GL_ARRAY_BUFFER, 0);


glGenBuffers(1, &m_ibo); //Generation IBO (indices)

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo); //Verrouillage IBO

    glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_tailleI * sizeof(GLubyte), 0, GL_STATIC_DRAW); //Allocation memoire

    glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, m_tailleI * sizeof(GLubyte), m_indices); //Transfert données

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

我真的不知道我的錯誤在哪里,所以我給了你所有可能有用的代碼。 我確實知道正確地初始化了數組m_vertices,m_color和m_indices,並且正確顯示了頂點,因此頂點和索引的VBO在VRAM中很好。 當我發送數據時,我可能做錯了,但兩天都找不到了,我認為新的外觀可能會對我有所幫助。

感謝您的閱讀和幫助:)

除了@HolyBlackCat所說的以外,您還在混合模式和批處理模式混合使用 當您填充緩沖區時,您正在使用批處理模式:

glBindBuffer(GL_ARRAY_BUFFER, m_vbo); //Verrouillage VBO
glBufferData(GL_ARRAY_BUFFER, (tailleV * sizeof(float)) + (m_tailleI*3 * sizeof(float)), 0, GL_STATIC_DRAW); //Allocation memoire
glBufferSubData(GL_ARRAY_BUFFER, 0, tailleV * sizeof(float), m_vertices); //Transfert données vertices
glBufferSubData(GL_ARRAY_BUFFER, tailleV * sizeof(float), m_tailleI*3 * sizeof(float), m_color); //Transfert données couleurs

首先,您要填充頂點,然后在緩沖區的末尾填充顏色屬性。

但是,當您使用緩沖區時,將以交錯模式使用它*:

glVertexAttribPointer(5, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(m_offsetColor));

選擇一個並堅持下去。

*在glVertexAttribPointer函數中, stride值可能不正確。

您可能可以通過以下方式解決問題:

glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(m_offsetColor))

至:

glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), BUFFER_OFFSET(tailleV * sizeof(float)))

暫無
暫無

聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.

 
粵ICP備18138465號  © 2020-2024 STACKOOM.COM