如何使用OpenGL将数据发送到顶点着色器?

时间:2016-05-02 10:08:36

标签: c++ opengl glsl shader vertex

我在向顶点着色器发送数据时遇到了一些问题:

#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in_Color似乎有坏值,我发送数据为:

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());

我用以下内容初始化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);

我真的不知道我的错误在哪里,所以我给了你所有可能有用的代码。我知道数组m_vertices,m_color和m_indices被正确初始化,并且顶点被正确显示,因此顶点和索引的VBO在VRAM中是好的。当我发送数据时我可能犯了一个错误,但是我发现这个数据已经有2天了,而且我认为新的外观可以帮助我。

感谢阅读并可能提供帮助:)

1 个答案:

答案 0 :(得分:1)

除了@HolyBlackCat所说的,你正在混合interleaved mode with batch mode。当您填充缓冲区时,您正在使用批处理模式:

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

首先填充顶点,并在缓冲区末尾填充颜色属性。

但是当您使用缓冲区时,您正在以交错模式使用它*:

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

选择一个并坚持下去。

*在glVertexAttribPointer函数中,stride的值可能不正确。

您可以通过更改以下内容来解决问题:

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

为:

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