我的用例是一堆我想要绘制的纹理四边形。我尝试使用四边形的相同索引数组来绘制它多次,并使用GLSL中的gl_InstanceID
和gl_VertexID
从纹理缓冲区中检索纹理和位置信息。 / p>
我理解纹理缓冲区的方法是我创建它和我的实际缓冲区,链接它们,然后我放入实际缓冲区的任何东西神奇地出现在我的纹理缓冲区中?
所以我有我的顶点数据和索引数据:
struct Vertex
{
GLfloat position[4];
GLfloat uv[2];
};
Vertex m_vertices[4] =
{
{{-1,1,0,1},{0,1}},
{{1,1,0,1},{1,1}},
{{-1,-1,0,1},{0,0}},
{{1,-1,0,1},{1,0}}
};
GLuint m_indices[6] = {0,2,1,1,2,3};
然后我为四边形创建我的VAO,VBO和IBO:
glGenBuffers(1,&m_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER,m_vertexBuffer);
glBufferData(GL_ARRAY_BUFFER,sizeof(Vertex)*4,&m_vertices,GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER,0);
glGenVertexArrays(1,&m_vao);
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER,m_vertexBuffer);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0,4,GL_FLOAT, GL_FALSE, sizeof(struct Vertex),(const GLvoid*)offsetof(struct Vertex, position));
glEnableVertexAttribArray(1);
glVertexAttribPointer(0,2,GL_FLOAT, GL_FALSE, sizeof(struct Vertex),(const GLvoid*)offsetof(struct Vertex, uv));
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*6,&m_indices,GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glBindVertexArray(0);
我很确定我已正确完成上述操作。我的四边形有4个顶点,有6个索引可以绘制三角形。
接下来,我为纹理缓冲区创建缓冲区和纹理:
glGenBuffers(1,&m_xywhuvBuffer);
glBindBuffer(GL_TEXTURE_BUFFER, m_xywhuvBuffer);
glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat)*8*100, nullptr, GL_DYNAMIC_DRAW); // 8 floats
glGenTextures(1,&m_xywhuvTexture);
glBindTexture(GL_TEXTURE_BUFFER, m_xywhuvTexture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_xywhuvBuffer); // they're in pairs of 2, in r,g of each texel.
glBindBuffer(GL_TEXTURE_BUFFER,0);
所以,这个想法是每四个纹素都属于一个四边形,或gl_InstanceID。
当我画我的四边形时,他们会执行以下操作:
glActiveTexture(GL_TEXTURE0);
glBindBuffer(GL_TEXTURE_BUFFER, m_xywhuvBuffer);
std::vector<GLfloat> xywhuz =
{
-1.0f + position.x / screenDimensions.x * 2.0f,
1.0f - position.y / screenDimensions.y * 2.0f,
dimensions.x / screenDimensions.x,
dimensions.y / screenDimensions.y,
m_region.x,
m_region.y,
m_region.w,
m_region.h
};
glBufferSubData(GL_TEXTURE_BUFFER, sizeof(GLfloat)*8*m_rectsDrawnThisFrame, sizeof(GLfloat)*8, xywhuz.data());
m_rectsDrawnThisFrame++;
所以我为每个四边形增加m_rectsDrawThisFrame
。您会注意到我传递的数据是8个GLfloats,因此属于每个gl_InstanceID的4个纹素中的每一个都是x,y位置,宽度和高度,然后是真实的相同细节。纹理,我将用我的四边形纹理。
最后,一旦我的所有作品都更新了GL_TEXTURE_BUFFER
的部分,我就会执行此操作:
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,texture); // this is my actual texture that the quads take a section from to texture themselves.
glUniform1i(m_program->GetUniformLocation("tex"),1);
glUniform4f(m_program->GetUniformLocation("color"),1,0,1,1);
glBindVertexArray(m_vao);
glDrawElementsInstanced(GL_TRIANGLES,4,GL_UNSIGNED_INT,0,m_rectsDrawnThisFrame);
m_rectsDrawnThisFrame = 0;
我重置了抽奖计数。我还注意到我必须在第二个插槽中激活纹理。纹理缓冲区对象是否使用了一个?
最后我的Vert着色器
#version 410
layout (location = 0) in vec4 in_Position;
layout (location = 1) in vec2 in_UV;
out vec2 ex_texcoord;
uniform samplerBuffer buf;
void main(void)
{
vec2 position = texelFetch(buf,gl_InstanceID*4).xy;
vec2 dimensions = texelFetch(buf,gl_InstanceID*4+1).xy;
vec2 uvXY = texelFetch(buf,gl_InstanceID*4+2).xy;
vec2 uvWH = texelFetch(buf,gl_InstanceID*4+3).xy;
if(gl_VertexID == 0)
{
gl_Position = vec4(position.xy,0,1);
ex_texcoord = uvXY;
}
else if(gl_VertexID == 1)
{
gl_Position = vec4(position.x + dimensions.x, position.y,0,1);
ex_texcoord = vec2(uvXY.x + uvWH.x, uvXY.y);
}
else if(gl_VertexID == 2)
{
gl_Position = vec4(position.x, position.y + dimensions.y, 0,1);
ex_texcoord = vec2(uvXY.x, uvXY.y + uvWH.y);
}
else if(gl_VertexID == 3)
{
gl_Position = vec4(position.x + dimensions.x, position.y + dimensions.y, 0,1);
ex_texcoord = vec2(uvXY.x + uvWH.x, uvXY.y + uvWH.y );
}
}
我的Frag着色器
#version 410
in vec2 ex_texcoord;
uniform sampler2D tex;
uniform vec4 color = vec4(1,1,1,1);
layout (location = 0) out vec4 FragColor;
void main()
{
FragColor = texture(tex,ex_texcoord) * color;
}
现在问题是,在我没有在GLIntercept中报告任何错误后,我在屏幕上没有得到任何内容。
任何帮助?
答案 0 :(得分:1)
您的代码中存在一个微妙的问题,肯定会阻止它工作。在VAO / VBO设置代码结束时,您有:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glBindVertexArray(0);
GL_ELEMENT_ARRAY_BUFFER
绑定是VAO状态的一部分。如果在绑定VAO时解除绑定,则此VAO将不具有元素阵列缓冲区绑定。这意味着您稍后绘制时没有索引。
您应该只是删除此电话:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
此外,由于您有6个索引,因此绘制调用的第二个参数应为6:
glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, m_rectsDrawnThisFrame);
除此之外,这对我来说都很合理。但是有很多代码,所以我无法保证我会发现所有问题。
我还注意到我必须在第二个插槽中激活纹理。纹理缓冲区对象是否使用了一个?
是。需要绑定缓冲区纹理,并将sampler变量的值设置为相应的纹理单元。由于您在安装过程中绑定缓冲区纹理,从不取消绑定它,并且sampler变量的默认值为0,您可能在那里很好。但我认为更明确地设置它会更清晰。你准备绘画的地方:
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER, m_xywhuvTexture);
glUniform1i(m_program->GetUniformLocation("buf"), 0);