我是OpenGL的新手,我尝试使用实例来绘制许多3D矩形。我目前将每个3d矩形定位在不同的位置,它们显示正确。
问题:我现在希望每个3d矩形具有不同的旋转,由我定义并将其传递给顶点着色器。但是,当我这样做时,屏幕上的矩形不会出现。
我没有提供完整的代码,因为它相当长。我只是提供了重要的部分,并希望我在某个地方犯了一个愚蠢的错误,你可以指出它。
这是顶点着色器:
#version 410 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 offset;
layout (location = 2) in vec2 texCoord;
layout (location = 3) in mat4 instanceMatrix;
uniform mat4 view;
uniform mat4 projection;
out vec2 TexCoord;
void main()
{
TexCoord = texCoord;
gl_Position = projection * view * instanceMatrix * vec4(position + offset, 1.0f) ;
}
这是片段着色器:
#version 410 core
out vec4 color;
void main()
{
color = vec4(1.0f,1.0f,1.0f, 1.0f);
}
以下是我发送数据的C ++代码:
// definition of models variable : std::vector<glm::mat4> models(0);
// Sending the Model matrix for each Rectangle
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, models.size() * sizeof(glm::mat4), &models[0], GL_STATIC_DRAW);
GLsizei vec4Size = sizeof(glm::vec4);
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (GLvoid*)0);
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (GLvoid*)(vec4Size));
glEnableVertexAttribArray(5);
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (GLvoid*)(2 * vec4Size));
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (GLvoid*)(3 * vec4Size));
glVertexAttribDivisor(3, 1);
glVertexAttribDivisor(4, 1);
glVertexAttribDivisor(5, 1);
glVertexAttribDivisor(6, 1);
// unfocus
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);