如何使用glDrawElementsInstanced + Texture Buffer Objects?

时间:2015-01-04 08:41:42

标签: c++ opengl

我的用例是一堆我想要绘制的纹理四边形。我尝试使用四边形的相同索引数组来绘制它多次,并使用GLSL中的gl_InstanceIDgl_VertexID从纹理缓冲区中检索纹理和位置信息。 / p>

我理解纹理缓冲区的方法是我创建它和我的实际缓冲区,链接它们,然后我放入实际缓冲区的任何东西神奇地出现在我的纹理缓冲区中?

所以我有我的顶点数据和索引数据:

struct Vertex
{
    GLfloat position[4];
    GLfloat uv[2];
};

Vertex m_vertices[4] =
{
    {{-1,1,0,1},{0,1}},
    {{1,1,0,1},{1,1}},
    {{-1,-1,0,1},{0,0}},
    {{1,-1,0,1},{1,0}}
};

GLuint m_indices[6] = {0,2,1,1,2,3};

然后我为四边形创建我的VAO,VBO和IBO:

glGenBuffers(1,&m_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER,m_vertexBuffer);
glBufferData(GL_ARRAY_BUFFER,sizeof(Vertex)*4,&m_vertices,GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER,0);

glGenVertexArrays(1,&m_vao);
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER,m_vertexBuffer);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0,4,GL_FLOAT, GL_FALSE, sizeof(struct Vertex),(const GLvoid*)offsetof(struct Vertex, position));
glEnableVertexAttribArray(1);
glVertexAttribPointer(0,2,GL_FLOAT, GL_FALSE, sizeof(struct Vertex),(const GLvoid*)offsetof(struct Vertex, uv));
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER,0);

glBindVertexArray(m_vao);
glGenBuffers(1, &m_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*6,&m_indices,GL_STATIC_DRAW);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glBindVertexArray(0);

我很确定我已正确完成上述操作。我的四边形有4个顶点,有6个索引可以绘制三角形。

接下来,我为纹理缓冲区创建缓冲区和纹理:

glGenBuffers(1,&m_xywhuvBuffer);
glBindBuffer(GL_TEXTURE_BUFFER, m_xywhuvBuffer);
glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat)*8*100, nullptr, GL_DYNAMIC_DRAW);   // 8 floats

glGenTextures(1,&m_xywhuvTexture);
glBindTexture(GL_TEXTURE_BUFFER, m_xywhuvTexture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_xywhuvBuffer); // they're in pairs of 2, in r,g of each texel.

glBindBuffer(GL_TEXTURE_BUFFER,0);

所以,这个想法是每四个纹素都属于一个四边形,或gl_InstanceID。

当我画我的四边形时,他们会执行以下操作:

glActiveTexture(GL_TEXTURE0);
glBindBuffer(GL_TEXTURE_BUFFER, m_xywhuvBuffer);

std::vector<GLfloat> xywhuz =
{
    -1.0f + position.x / screenDimensions.x * 2.0f,
    1.0f - position.y / screenDimensions.y * 2.0f,
    dimensions.x / screenDimensions.x,
    dimensions.y / screenDimensions.y,
    m_region.x,
    m_region.y,
    m_region.w,
    m_region.h
};

glBufferSubData(GL_TEXTURE_BUFFER, sizeof(GLfloat)*8*m_rectsDrawnThisFrame, sizeof(GLfloat)*8, xywhuz.data());

m_rectsDrawnThisFrame++;

所以我为每个四边形增加m_rectsDrawThisFrame。您会注意到我传递的数据是8个GLfloats,因此属于每个gl_InstanceID的4个纹素中的每一个都是x,y位置,宽度和高度,然后是真实的相同细节。纹理,我将用我的四边形纹理。

最后,一旦我的所有作品都更新了GL_TEXTURE_BUFFER的部分,我就会执行此操作:

glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,texture); // this is my actual texture that the quads take a section from to texture themselves.
glUniform1i(m_program->GetUniformLocation("tex"),1);
glUniform4f(m_program->GetUniformLocation("color"),1,0,1,1);

glBindVertexArray(m_vao);

glDrawElementsInstanced(GL_TRIANGLES,4,GL_UNSIGNED_INT,0,m_rectsDrawnThisFrame);

m_rectsDrawnThisFrame = 0;

我重置了抽奖计数。我还注意到我必须在第二个插槽中激活纹理。纹理缓冲区对象是否使用了一个?

最后我的Vert着色器

#version 410

layout (location = 0) in vec4 in_Position;
layout (location = 1) in vec2 in_UV;

out vec2 ex_texcoord;

uniform samplerBuffer buf;

void main(void)
{
    vec2 position = texelFetch(buf,gl_InstanceID*4).xy;
    vec2 dimensions = texelFetch(buf,gl_InstanceID*4+1).xy;
    vec2 uvXY = texelFetch(buf,gl_InstanceID*4+2).xy;
    vec2 uvWH = texelFetch(buf,gl_InstanceID*4+3).xy;

    if(gl_VertexID == 0)
    {
        gl_Position = vec4(position.xy,0,1);
        ex_texcoord = uvXY;
    }
    else if(gl_VertexID == 1)
    {
        gl_Position = vec4(position.x + dimensions.x, position.y,0,1);
        ex_texcoord = vec2(uvXY.x + uvWH.x, uvXY.y);
    }
    else if(gl_VertexID == 2)
    {
        gl_Position = vec4(position.x, position.y + dimensions.y, 0,1);
        ex_texcoord = vec2(uvXY.x, uvXY.y + uvWH.y);
    }
    else if(gl_VertexID == 3)
    {
        gl_Position = vec4(position.x + dimensions.x, position.y + dimensions.y, 0,1);
        ex_texcoord = vec2(uvXY.x + uvWH.x, uvXY.y + uvWH.y );
    }
}

我的Frag着色器

#version 410

in vec2 ex_texcoord;

uniform sampler2D tex;
uniform vec4 color = vec4(1,1,1,1);

layout (location = 0) out vec4 FragColor;

void main()
{
    FragColor = texture(tex,ex_texcoord) * color;
}

现在问题是,在我没有在GLIntercept中报告任何错误后,我在屏幕上没有得到任何内容。

任何帮助?

1 个答案:

答案 0 :(得分:1)

您的代码中存在一个微妙的问题,肯定会阻止它工作。在VAO / VBO设置代码结束时,您有:

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glBindVertexArray(0);

GL_ELEMENT_ARRAY_BUFFER绑定是VAO状态的一部分。如果在绑定VAO时解除绑定,则此VAO将不具有元素阵列缓冲区绑定。这意味着您稍后绘制时没有索引。

您应该只是删除此电话:

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);

此外,由于您有6个索引,因此绘制调用的第二个参数应为6:

glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, m_rectsDrawnThisFrame);

除此之外,这对我来说都很合理。但是有很多代码,所以我无法保证我会发现所有问题。

  

我还注意到我必须在第二个插槽中激活纹理。纹理缓冲区对象是否使用了一个?

是。需要绑定缓冲区纹理,并将sampler变量的值设置为相应的纹理单元。由于您在安装过程中绑定缓冲区纹理,从不取消绑定它,并且sampler变量的默认值为0,您可能在那里很好。但我认为更明确地设置它会更清晰。你准备绘画的地方:

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER, m_xywhuvTexture);
glUniform1i(m_program->GetUniformLocation("buf"), 0);
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