如何使用 OpenGL 将数据发送到顶点着色器?

How to send data to vertex shader with OpenGL?

我在向我的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 似乎有错误的值,我将数据发送为:

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());

然后我用 :

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 已正确初始化,并且顶点已正确显示,因此顶点和索引的 VBO 在 VRAM 中很好。大概是我发数据的时候弄错了,找了2天也找不到,我觉得换个新面貌可以帮到我。

感谢阅读并可能提供帮助:)

除了@HolyBlackCat 说的,你还在混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,然后在缓冲区的末尾填充颜色属性。

但是当你使用缓冲区时,你是在交错模式下使用它*:

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 可能有一个不正确的值。

或许,您可以通过更改来解决您的问题:

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)))