在 OpenGL 中找不到属性变量,可能的优化
Attribute Variable not found in OpenGL, possible optimization
我目前在延迟着色中工作,我创建了一个 class 来管理 FBO 并在屏幕上绘制缓冲区。
到目前为止是这样的:
FBORender::FBORender(float screenWidth, float screenHeight) :
_screenWidth(screenWidth),
_screenHeight(screenHeight),
ProgramManager("defVertexShader.txt", "defFragShader.txt")
{
CreateProgram();
_vbo[0] = 0;
_vbo[1] = 0;
_vao = 0;
BuildQuad();
BuildVAO();
glGenFramebuffers(1, &_fbo);
glGenRenderbuffers(1, &_depthBuffer);
// Bind the depth buffer
glBindRenderbuffer(GL_RENDERBUFFER, _depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, (int)_screenWidth, (int)_screenHeight);
// Generate and bind the texture for diffuse
glGenTextures(1, &_diffuseBuffer);
glBindTexture(GL_TEXTURE_2D, _diffuseBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (int)_screenWidth, (int)_screenWidth, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Generate and bind the texture for positions
glGenTextures(1, &_positionBuffer);
glBindTexture(GL_TEXTURE_2D, _positionBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, (int)_screenWidth, (int)_screenWidth, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Generate and bind the texture for normals
glGenTextures(1, &_normalBuffer);
glBindTexture(GL_TEXTURE_2D, _normalBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, (int)_screenWidth, (int)_screenWidth, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Bind the FBO so that the next operations will be bound to it.
glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
// Attach the textures to the FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _diffuseBuffer, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, _positionBuffer, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, _normalBuffer, 0);
GLenum fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (fboStatus != GL_FRAMEBUFFER_COMPLETE)
{
printf("DeferredLighting::Init: FrameBuffer incomplete: 0x%x\n", fboStatus);
exit(1);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
FBORender::~FBORender()
{
glDeleteTextures(1, &_normalBuffer);
glDeleteTextures(1, &_positionBuffer);
glDeleteTextures(1, &_diffuseBuffer);
glDeleteFramebuffers(1, &_fbo);
glDeleteVertexArrays(1, &_vao);
glDeleteBuffers(2, _vbo);
}
void FBORender::Start()
{
// Bind the FBO and set the viewport to the proper size
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo);
glViewport(0, 0, (int)_screenWidth, (int)_screenWidth);
// Clear the render targets
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, windowBuffClear);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, windowBuffOpaque);
}
void FBORender::Draw(const glm::mat4 &Projection, const glm::mat4 &ModelView)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_ModelViewProjection = Projection * ModelView;
_ModelView = ModelView;
glDisable(GL_DEPTH_TEST);
Bind();
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, _normalBuffer);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _positionBuffer);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _diffuseBuffer);
glBindVertexArray(_vao);
LoadUniformVariables();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
UnBind();
}
void FBORender::Stop()
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
void FBORender::BuildQuad()
{
_coordinates[0] = 1.0f;
_coordinates[1] = 1.0f;
_coordinates[2] = 0.0f;
_coordinates[3] = -1.0f;
_coordinates[4] = 1.0f;
_coordinates[5] = 0.0f;
_coordinates[6] = 1.0;
_coordinates[7] = -1.0f;
_coordinates[8] = 0.0f;
_coordinates[9] = -1.0f;
_coordinates[10] = -1.0f;
_coordinates[11] = 0.0f;
_uv[0] = 1.0f;
_uv[1] = 1.0f;
_uv[2] = 0.0f;
_uv[3] = 1.0f;
_uv[4] = 1.0f;
_uv[5] = 0.0f;
_uv[6] = 0.0f;
_uv[7] = 0.0f;
}
void FBORender::BuildVAO()
{
// Generate and bind the vertex array object
glGenVertexArrays(1, &_vao);
glBindVertexArray(_vao);
// Generate and bind the vertex buffer object
glGenBuffers(2, _vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo[0]);
glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(float), _coordinates, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, _vbo[1]);
glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(float), _uv, GL_STATIC_DRAW);
LoadAttributeVariables();
glBindVertexArray(0);
}
void FBORender::LoadUniformVariables()
{
// OpenGL Matrices
GLuint ModelViewProjection_location = glGetUniformLocation(GetProgramID(), "mvMatrix");
glUniformMatrix4fv(ModelViewProjection_location, 1, GL_FALSE, glm::value_ptr(_ModelView));
// Texture buffers
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _diffuseBuffer);
GLint Diffuse_location = glGetUniformLocation(GetProgramID(), "tDiffuse");
glUniform1i(Diffuse_location, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _positionBuffer);
GLint Position_location = glGetUniformLocation(GetProgramID(), "tPosition");
glUniform1i(Position_location, 0);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, _normalBuffer);
GLint Normal_location = glGetUniformLocation(GetProgramID(), "tNormals");
glUniform1i(Normal_location, 0);
}
void FBORender::LoadAttributeVariables()
{
// Vertex Attributes
GLuint VertexPosition_location = glGetAttribLocation(GetProgramID(), "vPosition");
glEnableVertexAttribArray(VertexPosition_location);
glBindBuffer(GL_ARRAY_BUFFER, _vbo[0]);
glVertexAttribPointer(VertexPosition_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLuint TextureCoord_Location = glGetAttribLocation(GetProgramID(), "uvCoord");
printf("%d \n", TextureCoord_Location);
glEnableVertexAttribArray(TextureCoord_Location);
glBindBuffer(GL_ARRAY_BUFFER, _vbo[1]);
glVertexAttribPointer(TextureCoord_Location, 2, GL_FLOAT, GL_FALSE, 0, 0);
}
这些是我的着色器:
#version 410 core
uniform mat4 mvMatrix;
in vec4 vPosition;
in vec2 uvCoord;
smooth out vec2 texCoord;
void main(void)
{
texCoord = uvCoord;
gl_Position = vPosition * mvMatrix;
}
#version 410 core
uniform sampler2D tDiffuse;
uniform sampler2D tPosition;
uniform sampler2D tNormals;
in vec2 texCoord;
out vec4 fragColor;
void main( void )
{
vec4 image = texture( tDiffuse, texCoord.st );
vec4 position = texture( tPosition, texCoord.st );
vec4 normal = texture( tNormals, texCoord.st );
fragColor.xyz = vec3(0.5f, 0.5f, 0.5f);
}
问题是,当我尝试设置属性变量时,找不到名为 uvCoord
的变量。我认为这可能是由于优化所致,但是,如果是这样,我做错了什么或者我应该怎么做? uvCoord
用于片段着色器。
The uvCoord
is used in the fragment shader.
不,不是。您的输出是恒定的颜色。结果,之前的纹理提取都被一个像样的编译器消除了,texCoord
变化也是如此。这最终导致输入属性的消除,这根本不会以任何方式影响程序的输出。这是 GL 规范允许的。您的属性只是不被视为 活动,但只有活动属性才有位置。
我目前在延迟着色中工作,我创建了一个 class 来管理 FBO 并在屏幕上绘制缓冲区。
到目前为止是这样的:
FBORender::FBORender(float screenWidth, float screenHeight) :
_screenWidth(screenWidth),
_screenHeight(screenHeight),
ProgramManager("defVertexShader.txt", "defFragShader.txt")
{
CreateProgram();
_vbo[0] = 0;
_vbo[1] = 0;
_vao = 0;
BuildQuad();
BuildVAO();
glGenFramebuffers(1, &_fbo);
glGenRenderbuffers(1, &_depthBuffer);
// Bind the depth buffer
glBindRenderbuffer(GL_RENDERBUFFER, _depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, (int)_screenWidth, (int)_screenHeight);
// Generate and bind the texture for diffuse
glGenTextures(1, &_diffuseBuffer);
glBindTexture(GL_TEXTURE_2D, _diffuseBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (int)_screenWidth, (int)_screenWidth, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Generate and bind the texture for positions
glGenTextures(1, &_positionBuffer);
glBindTexture(GL_TEXTURE_2D, _positionBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, (int)_screenWidth, (int)_screenWidth, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Generate and bind the texture for normals
glGenTextures(1, &_normalBuffer);
glBindTexture(GL_TEXTURE_2D, _normalBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, (int)_screenWidth, (int)_screenWidth, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Bind the FBO so that the next operations will be bound to it.
glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
// Attach the textures to the FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _diffuseBuffer, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, _positionBuffer, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, _normalBuffer, 0);
GLenum fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (fboStatus != GL_FRAMEBUFFER_COMPLETE)
{
printf("DeferredLighting::Init: FrameBuffer incomplete: 0x%x\n", fboStatus);
exit(1);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
FBORender::~FBORender()
{
glDeleteTextures(1, &_normalBuffer);
glDeleteTextures(1, &_positionBuffer);
glDeleteTextures(1, &_diffuseBuffer);
glDeleteFramebuffers(1, &_fbo);
glDeleteVertexArrays(1, &_vao);
glDeleteBuffers(2, _vbo);
}
void FBORender::Start()
{
// Bind the FBO and set the viewport to the proper size
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo);
glViewport(0, 0, (int)_screenWidth, (int)_screenWidth);
// Clear the render targets
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, windowBuffClear);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, windowBuffOpaque);
}
void FBORender::Draw(const glm::mat4 &Projection, const glm::mat4 &ModelView)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_ModelViewProjection = Projection * ModelView;
_ModelView = ModelView;
glDisable(GL_DEPTH_TEST);
Bind();
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, _normalBuffer);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _positionBuffer);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _diffuseBuffer);
glBindVertexArray(_vao);
LoadUniformVariables();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
UnBind();
}
void FBORender::Stop()
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
void FBORender::BuildQuad()
{
_coordinates[0] = 1.0f;
_coordinates[1] = 1.0f;
_coordinates[2] = 0.0f;
_coordinates[3] = -1.0f;
_coordinates[4] = 1.0f;
_coordinates[5] = 0.0f;
_coordinates[6] = 1.0;
_coordinates[7] = -1.0f;
_coordinates[8] = 0.0f;
_coordinates[9] = -1.0f;
_coordinates[10] = -1.0f;
_coordinates[11] = 0.0f;
_uv[0] = 1.0f;
_uv[1] = 1.0f;
_uv[2] = 0.0f;
_uv[3] = 1.0f;
_uv[4] = 1.0f;
_uv[5] = 0.0f;
_uv[6] = 0.0f;
_uv[7] = 0.0f;
}
void FBORender::BuildVAO()
{
// Generate and bind the vertex array object
glGenVertexArrays(1, &_vao);
glBindVertexArray(_vao);
// Generate and bind the vertex buffer object
glGenBuffers(2, _vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo[0]);
glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(float), _coordinates, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, _vbo[1]);
glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(float), _uv, GL_STATIC_DRAW);
LoadAttributeVariables();
glBindVertexArray(0);
}
void FBORender::LoadUniformVariables()
{
// OpenGL Matrices
GLuint ModelViewProjection_location = glGetUniformLocation(GetProgramID(), "mvMatrix");
glUniformMatrix4fv(ModelViewProjection_location, 1, GL_FALSE, glm::value_ptr(_ModelView));
// Texture buffers
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _diffuseBuffer);
GLint Diffuse_location = glGetUniformLocation(GetProgramID(), "tDiffuse");
glUniform1i(Diffuse_location, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _positionBuffer);
GLint Position_location = glGetUniformLocation(GetProgramID(), "tPosition");
glUniform1i(Position_location, 0);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, _normalBuffer);
GLint Normal_location = glGetUniformLocation(GetProgramID(), "tNormals");
glUniform1i(Normal_location, 0);
}
void FBORender::LoadAttributeVariables()
{
// Vertex Attributes
GLuint VertexPosition_location = glGetAttribLocation(GetProgramID(), "vPosition");
glEnableVertexAttribArray(VertexPosition_location);
glBindBuffer(GL_ARRAY_BUFFER, _vbo[0]);
glVertexAttribPointer(VertexPosition_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLuint TextureCoord_Location = glGetAttribLocation(GetProgramID(), "uvCoord");
printf("%d \n", TextureCoord_Location);
glEnableVertexAttribArray(TextureCoord_Location);
glBindBuffer(GL_ARRAY_BUFFER, _vbo[1]);
glVertexAttribPointer(TextureCoord_Location, 2, GL_FLOAT, GL_FALSE, 0, 0);
}
这些是我的着色器:
#version 410 core
uniform mat4 mvMatrix;
in vec4 vPosition;
in vec2 uvCoord;
smooth out vec2 texCoord;
void main(void)
{
texCoord = uvCoord;
gl_Position = vPosition * mvMatrix;
}
#version 410 core
uniform sampler2D tDiffuse;
uniform sampler2D tPosition;
uniform sampler2D tNormals;
in vec2 texCoord;
out vec4 fragColor;
void main( void )
{
vec4 image = texture( tDiffuse, texCoord.st );
vec4 position = texture( tPosition, texCoord.st );
vec4 normal = texture( tNormals, texCoord.st );
fragColor.xyz = vec3(0.5f, 0.5f, 0.5f);
}
问题是,当我尝试设置属性变量时,找不到名为 uvCoord
的变量。我认为这可能是由于优化所致,但是,如果是这样,我做错了什么或者我应该怎么做? uvCoord
用于片段着色器。
The
uvCoord
is used in the fragment shader.
不,不是。您的输出是恒定的颜色。结果,之前的纹理提取都被一个像样的编译器消除了,texCoord
变化也是如此。这最终导致输入属性的消除,这根本不会以任何方式影响程序的输出。这是 GL 规范允许的。您的属性只是不被视为 活动,但只有活动属性才有位置。