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在較早的GLSL版本上繪製一個常規的VBO不是問題,但無論什麼原因,當使用GLSL 3.3時我會得到這個結果。從VBO/Shader/MVP矩陣使用OpenGL 3.3亂碼三角形
它應該在每個軸上繪製一個2x2平面。
(較淺的顏色更接近遠平面,顏色較深的更接近近平面)
其中一個重大變化3.3是,你必須提供與您的模型視圖投影矩陣的制服,而不是使用舊的提供的。
我不知道我在做什麼錯,但我幾乎可以肯定這是與模型視圖投影數據有關。這是相關的代碼。
主拉制法
float r = 0.0f;
void display() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque
glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer
glClear(GL_DEPTH_BUFFER_BIT); // And the depth buffer
r += 0.001f;
glUseProgram(program);
glEnable(GL_DEPTH_TEST);
GLuint uniformModel = glGetUniformLocation(program, "model");
GLuint uniformView = glGetUniformLocation(program, "view");
GLuint uniformProjection = glGetUniformLocation(program, "projection");
glm::mat4 projection = glm::perspective(70.0f, 1.0f, 0.0f, 16.0f);
glUniformMatrix4fv(uniformProjection, 1, GL_FALSE, glm::value_ptr(projection));
glm::vec3 eye = glm::vec3(sin(r*0.33)*5.0f,5,cos(r*0.33)*5.0f);
glm::vec3 center = glm::vec3(0.0f,0.0f,0.0f);
glm::vec3 up = glm::vec3(0.0f,0.0f,1.0f);
glm::mat4 view = glm::lookAt(eye, center, up);
glUniformMatrix4fv(uniformView, 1, GL_FALSE, glm::value_ptr(view));
glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f,0.0f,0.0f));
glUniformMatrix4fv(uniformModel, 1, GL_FALSE, glm::value_ptr(model));
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(
0,
3,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
glDrawElements(GL_TRIANGLES, 18, GL_UNSIGNED_INT, indices);
glDisableVertexAttribArray(0);
glDisable(GL_DEPTH_TEST);
glUseProgram(0);
glFlush(); // Render now
}
頂點/指數陣列&着色
string vert
= "#version 330 core\n"
"layout(location = 0) in vec3 vertex;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"void main(){\n"
" gl_Position = projection * view * model * vec4(vertex,1.0f);\n"
"}";
string frag
= "#version 330 core\n"
"out vec3 color;\n"
"void main()\n"
"{\n"
" float lin = 1.0/gl_FragCoord.w;\n"
" float depth = (lin - 0.1)/(16.0 - 0.1);\n"
" color = vec3(depth,depth,1.0f);\n"
"}";
float* data = new float[36] {
-1.0f,-1.0f,0.0f,
1.0f,-1.0f,0.0f,
1.0f,1.0f,0.0f,
-1.0f,1.0f,0.0f,
0.0f,-1.0f,-1.0f,
0.0f,1.0f,-1.0f,
0.0f,1.0f,1.0f,
0.0f,-1.0f,1.0f,
-1.0f,0.0f,-1.0f,
1.0f,0.0f,-1.0f,
1.0f,0.0f,1.0f,
-1.0f,0.0f,1.0f
};
GLuint* indices = new GLuint[18] {
0,1,2,
0,3,2,
4,5,6,
4,7,6,
8,9,10,
8,11,10
};
初始化
const int winSize = 1024;
void glInit(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE);
glutInitContextVersion(3,3);
//glutInitContextFlags(GLUT_CORE_PROFILE | GLUT_DEBUG);
glutInitWindowSize(winSize, winSize);
glutInitWindowPosition(25, 25);
glutCreateWindow("Loading...");
glewExperimental = GL_TRUE;
glewInit();
glViewport (0, 0, winSize, winSize);
camera.setPosition(0.0f,0.0f,4.0f);
glGenVertexArrays(1, &vba);
glBindVertexArray(vba);
program = compileShader(vert, frag);
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, 3*4*3*4, data, GL_STATIC_DRAW);
glEnable(GL_DEPTH_TEST);
while(!bExit) {
string pre;
pre.assign("Test Program - ");
pre.append(std::to_string(fps));
glutSetWindowTitle(pre.c_str());
frames++;
display();
}
}
不確定這是否是您的問題,但在投影矩陣中將近平面設置爲0.0通常不是好主意。遠/近不應該太大,以確保合理的深度精度。並且在0.0附近使遠/近無窮。 – 2015-04-03 02:59:23
將其更改爲0.1,但混亂仍然存在。至少對未來的項目來說這是一些有用的建議:P謝謝。 – 2015-04-03 14:24:15
這些指數看起來對我來說很可疑。例如,「{0,1,2}」具有與「{0,3,2}」不同的順序。如果第一個是CCW,那麼後者是CW。 – 2015-04-04 08:32:09