如何为单个3D立方体着色

时间:2012-12-21 15:29:43

标签: ios opengl-es-2.0

我是Open G1的新手,我需要创建一个由屏幕上的形状组成的应用程序。这些形状由相同的立方体组成。我不知道如何在着色器中单独为每个立方体着色,因为坐标只是通过缓冲区作为单个属性传入?

glGenVertexArraysOES(1, &_vertexArray);
glBindVertexArrayOES(_vertexArray);

glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, 1527 * sizeof(GLfloat), arrayOfVerticies, GL_STATIC_DRAW);

glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 12, BUFFER_OFFSET(0));

glBindVertexArrayOES(0);

着色器:

attribute vec4 position;
attribute vec3 normal;

varying lowp vec4 colorVarying;

uniform mat4 modelViewProjectionMatrix;
uniform mat3 normalMatrix;

void main()
{
vec3 eyeNormal = normalize(normalMatrix * normal);
vec3 lightPosition = vec3(0.0, 0.0, 1.0);
vec4 diffuseColor = vec4(0.4, 0.4, 1.0, 1.0);

float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));

colorVarying = diffuseColor * nDotVP;

gl_Position = modelViewProjectionMatrix * position;
}

1 个答案:

答案 0 :(得分:1)

您可以将颜色作为属性进行传输。

可以找到更多详细信息here

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