[英]GLSL Shader not rendering anything, VAO is filled, VBO filled with vertices
我已經用頂點(2x位置,2x大小,4x uv,2x紋理數據(1個float設置了正確的紋理數組,並設置了2個數組中的紋理索引))填充了VBO,仍然沒有渲染,我還缺少什么?
我嘗試設置幾何着色器以渲染簡單的四邊形,什么都沒有顯示,我只嘗試渲染片段中的顏色,什么都沒有顯示,我檢查了OPENGL調試消息,那里什么都沒有,在頂點着色器中我檢查了矩陣的計算,一切都應該很好
使用glBufferData每幀將數據加載到同一緩沖區,由於調整大小,此代碼用於實體,並且它們在屏幕上的數量可以輕松更改。
片段着色器:
void main()
{
texColor = vec4(1.0,0.0,0.0,1.0); //Red fillment
FragColor = texColor;
}
頂點着色器:
布局:
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 size;
layout(location = 2) in vec4 uv;
layout(location = 3) in vec2 textureData; //1. data is to pick correct atlas, 2. is index of texture in atlas
接口:
out VS_OUT
{
mat4 screenMatrix;
vec2 position;
vec4 uv;
vec2 textureData;
vec2 size;
} vs_out;
矩陣:
mat4 screenMatrix = mat4((2.0/screenRatio.x),0.0,0.0,0.0,0.0,(2.0/screenRatio.y),0.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,0.0,1.0);
幾何着色器:
布局:
layout (points) in;
layout(triangle_strip,max_vertices = 4) out;
出:
out vec2 TexData;
out vec2 TexCoord;
碼:
void renderPlayer(mat4 screenMatrix, vec4 position,vec2 textureData,vec2 size,vec4 uv)
{
gl_Position = nullPos+((position+vec4(0.0,0.0,0.0,0.0))*screenMatrix); // 1:bottom-left
TexData = textureData;
TexCoord = vec2(uv.xy);
EmitVertex();
gl_Position = nullPos+((position+vec4(size.x,0.0,0.0,0.0))*screenMatrix); // 2:bottom-right
TexData = textureData;
TexCoord = vec2(uv.zy);
EmitVertex();
gl_Position = nullPos+((position+vec4(0.0,size.y,0.0,0.0))*screenMatrix); // 3:top-left
TexData = textureData;
TexCoord = vec2(uv.xw);
EmitVertex();
gl_Position = nullPos+((position+vec4(size.x,size.y,0.0,0.0))*screenMatrix); // 4:top-right
TexData = textureData;
TexCoord = vec2(uv.zw);
EmitVertex();
EndPrimitive();
}
主要:
void main() {
renderPlayer(gs_in[0].screenMatrix,vec4(gs_in[0].position,0.0,0.0),gs_in[0].textureData,gs_in[0].size,gs_in[0].uv);
}
C ++代碼:
VBO數據初始化:
float* vertices = new float[totalVertices];
for (EntityRenderData renderDataCurrent : renderData)
{
for (int layerI = 0; layerI < renderDataCurrent.getLayerCount(); layerI++)
{
int i = 0;
vertices[layerI * 10 + i++] = renderDataCurrent.getLayer(layerI).xPos;
vertices[layerI * 10 + i++] = renderDataCurrent.getLayer(layerI).yPos;
vertices[layerI * 10 + i++] = renderDataCurrent.getLayer(layerI).xSize;
vertices[layerI * 10 + i++] = renderDataCurrent.getLayer(layerI).ySize;
vertices[layerI * 10 + i++] = renderDataCurrent.getLayer(layerI).U0;
vertices[layerI * 10 + i++] = renderDataCurrent.getLayer(layerI).V0;
vertices[layerI * 10 + i++] = renderDataCurrent.getLayer(layerI).U1;
vertices[layerI * 10 + i++] = renderDataCurrent.getLayer(layerI).V1;
vertices[layerI * 10 + i++] = (float)renderDataCurrent.getLayer(layerI).textureAtlasId;
vertices[layerI * 10 + i++] = (float)renderDataCurrent.getLayer(layerI).textureIndex;
drawCount++;
}
}
渲染部分:
glBindVertexArray(playerVAO);
glBindBuffer(GL_ARRAY_BUFFER, playerVBO);
glBufferData(GL_ARRAY_BUFFER, totalVertices * sizeof(float), vertices, GL_STREAM_DRAW);
game->renderer->entityShader->use();
glDrawArrays(GL_POINTS, 0, drawCount);
初始化部分:
glGenVertexArrays(1, &playerVAO);
glGenBuffers(1, &playerVBO);
glBindVertexArray(playerVAO);
// position
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// size
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)(2 * sizeof(float)));
glEnableVertexAttribArray(1);
// uv
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)(4 * sizeof(float)));
glEnableVertexAttribArray(2);
// texture data
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)(8 * sizeof(float)));
glEnableVertexAttribArray(3);
如果綁定了一個非零命名數組緩沖區對象,則glVertexAttribPointer
的最后一個參數將被視為緩沖區對象數據存儲區中的字節偏移量。 通用頂點屬性數據和引用緩沖區的定義在“ 頂點數組對象”中說明 。
使用glVertexAttribPointer
時,生成緩沖區對象是不夠的,數組緩沖區對象必須是當前綁定的緩沖區對象:
glGenVertexArrays(1, &playerVAO);
glGenBuffers(1, &playerVBO);
glBindVertexArray(playerVAO);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, playerVBO); // <--- bind the buffer object
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)(2 * sizeof(float)));
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)(4 * sizeof(float)));
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, 10 * sizeof(float), (void*)(8 * sizeof(float)));
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