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c++ - 如何在 OpenGL 4.5 中使用 vao 和缓冲区

转载 作者:塔克拉玛干 更新时间:2023-11-03 00:43:04 25 4
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我想使用 OpenGL 4.5 渲染一个三角形。我在网上找到了很多使用旧版本 OpenGL 的示例,但没有一个使用 OpenGL 4.5 函数。因此,我尝试自己“升级”一些代码。这是旧的工作代码:

// Triangles to render
vec3 vertices[2][3] = { { vec3(-0.90f, -0.90f, 1.0f), vec3(0.85f, -0.90f, 1.0f), vec3(-0.90f, 0.85f, 1.0f) },
{ vec3(0.90f, -0.85f, 1.0f), vec3(0.90f, 0.90f, 1.0f), vec3(-0.85f, 0.90f, 1.0f) } };

//Initialize
glGenVertexArrays(1, &vaos);
glBindVertexArray(vaos);

glGenBuffers(1, &buffers);
glBindBuffer(GL_ARRAY_BUFFER, buffers);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangles), triangles, GL_STATIC_DRAW);

ShaderInfo shaders[] = {
{ GL_VERTEX_SHADER, "triangles.vert" },
{ GL_FRAGMENT_SHADER, "triangles.frag" },
{ GL_NONE, NULL }
};
program = LoadShaders(shaders);
glUseProgram(program);

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(0);

//Render
GLint index;
index = glGetUniformLocation(program, "projectionMatrix");
glUniformMatrix3fv(index, 1, true, value_ptr(projectionMatrix));
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(vaos);
glDrawArrays(GL_TRIANGLES, 0, nvertices);

然后我将它“更新”为这段代码,它似乎没有在屏幕上绘制任何东西:

// Same triangles
// Initialize
glCreateVertexArrays(1, &vaos);
glEnableVertexArrayAttrib(vaos, 0);
glVertexArrayAttribFormat(vaos, 0, 3, GL_FLOAT, GL_FALSE, 0);

glCreateBuffers(1, &buffers);
glNamedBufferData(buffers, sizeof(triangles), triangles, GL_STATIC_DRAW);

glVertexArrayAttribBinding(vaos, 0, 0);
glVertexArrayVertexBuffer(vaos, 0, buffers, 0, 0);

ShaderInfo shaders[] = {
{ GL_VERTEX_SHADER, "triangles.vert" },
{ GL_FRAGMENT_SHADER, "triangles.frag" },
{ GL_NONE, NULL }
};
program = LoadShaders(shaders);
glUseProgram(program);

// Same render

谁能告诉我我做错了什么?

编辑:三角形片段

#version 450

in vec4 gl_FragCoord;
out vec4 fColor;

void main ()
{
fColor = vec4 (0.0, 0.0, 1.0, 1.0);
}

三角形.vert

#version 450

layout (location = 0) in vec3 vPosition;

uniform mat3 projectionMatrix;

void main ()
{
vec3 tmp = projectionMatrix*vPosition;
gl_Position = vec4 (tmp, 1.0f);
}

最佳答案

罪魁祸首很可能是这一行:

glVertexArrayVertexBuffer(vaos, 0, buffers, 0, 0);

最后一个参数是stride,表示两个连续数组元素之间的距离。在传统的glVertexAttribPointer 调用中,也有一个stride 参数,但在语义上略有不同:

如果在 glVertexAttribPointer 中使用 0stride,这是编写 count * sizeof(type) 的便捷快捷方式,并将采用一个紧密打包的属性数组。

对于 glVertexArrayVertexBuffer0 的步幅就意味着 0,因此它将为该绘制调用的每个顶点提供完全相同的元素. glVertexArrayVertexBuffer 不能提供相同的快捷方式,因为它不直接绑定(bind)到任何顶点属性,并且多个属性可以(并且通常)引用相同的缓冲区索引。 (而且界面也会很奇怪,因为你可以在设置绑定(bind)之前或之后设置顶点格式,所以它必须在以后进行评估。)

所以从概念上讲,跨度不是属性格式的一部分。该格式仅描述了单个 顶点所需的所有内容。请注意,此更改与直接状态访问无关。它实际上是用 ARB_vertex_attrib_binding 引入的(自 GL 4.3 以来的核心),它确实将缓冲区绑定(bind)与属性格式描述分开。该文件中的问题(2)和(3)与这个问题非常相关:

(2) How is a stride of zero interpreted in BindVertexBuffer?

RESOLVED: No error is generated, all array elements for a given attribute will be sourced from the same location in the buffer.

(3) How is a stride of zero handled in VertexAttribPointer?

RESOLVED: BindVertexBuffer has no knowledge of the attrib format, so VertexAttribPointer needs to compute the stride itself. However, if an application specifies a stride of zero and then queries VERTEX_ATTRIB_ARRAY_STRIDE, it returns zero. So the derived stride that's passed to BindVertexBuffer must be tracked separately from the stride originally passed to VertexAttribPointer, so this spec introduces a separate piece of state (VERTEX_BINDING_STRIDE). Rendering always uses VERTEX_BINDING_STRIDE.

This can potentially lead to misleading state queries if the API is abused. For example:

    VertexAttribPointer(0, 3, FLOAT, FALSE, 12, 0);
// VERTEX_ATTRIB_ARRAY_STRIDE = 12
// VERTEX_BINDING_STRIDE = 12
BindVertexBuffer(0, buffer, 0, 16)
// now VERTEX_ATTRIB_ARRAY_STRIDE is still 12, but
// VERTEX_BINDING_STRIDE = 16.

长话短说:对于您的用例,您需要

glVertexArrayVertexBuffer(vaos, 0, buffers, 0, 3*sizeof(GLfloat));

关于c++ - 如何在 OpenGL 4.5 中使用 vao 和缓冲区,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/40029947/

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