我想知道如何为多个对象使用相同的着色器,但允许它们具有不同的颜色
我在屏幕上有很多立方体,它们当前都加载了相同的着色器,唯一的区别是当它是绘制时,我改变了立方体的颜色。如果我为它们设置了相同的_program,它们会变成所有相同的颜色。
- (void)draw:(float)eyeOffset
{
// Calculate the per-eye model view matrix:
GLKMatrix4 temp = GLKMatrix4MakeTranslation(eyeOffset, 0.0f, 0.0f);
GLKMatrix4 eyeBaseModelViewMatrix = GLKMatrix4Multiply(temp, self.baseModelViewMatrix);
if (self.isTransparant)
{
glEnable (GL_BLEND);
glDisable(GL_CULL_FACE);
//glDisable(GL_DEPTH_TEST);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
if (self.textureInfo)
{
glBindTexture(self.textureInfo.target, self.textureInfo.name);
}
glBindVertexArrayOES(_vertexArray);
//See if we are sharing a program shader
if (self.tprogram)
{
glUseProgram(self.tprogram);
}
else
{
glUseProgram(_program);
}
self.modelViewMatrix = GLKMatrix4MakeTranslation(self.position.x,self.position.y, self.position.z );//(float)x, (float)y, -1.5f)
self.modelViewMatrix = GLKMatrix4Scale(self.modelViewMatrix, self.scale.x, self.scale.y, self.scale.z);
//rotation +=0.01;
self.modelViewMatrix = GLKMatrix4Rotate(self.modelViewMatrix,self.spinRotation, 0.0 ,0.0 ,1.0);
self.modelViewMatrix = GLKMatrix4Multiply(eyeBaseModelViewMatrix, self.modelViewMatrix);
GLKMatrix3 normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(self.modelViewMatrix), NULL);
GLKMatrix4 modelViewProjectionMatrix = GLKMatrix4Multiply(self.projectionMatrix, self.modelViewMatrix);
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, modelViewProjectionMatrix.m);
glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, normalMatrix.m);
_colorSlot = glGetUniformLocation(_program, "color");
GLfloat color[] = {
self.color.x, self.color.y, self.color.z, self.color.a};
glUniform4fv(_colorSlot, 1, color);
glDrawArrays(GL_TRIANGLES, 0, 36);
if (self.isTransparant)
{
glEnable(GL_CULL_FACE);
//glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
}
}
//为每个多维数据集设置
- (void)setup;
{
glGenVertexArraysOES(1, &_vertexArray);
glBindVertexArrayOES(_vertexArray);
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 32, BUFFER_OFFSET(0));
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 32, BUFFER_OFFSET(12));
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 32, BUFFER_OFFSET(24));
glBindVertexArrayOES(0);
}
着色
attribute vec4 position;
attribute vec3 normal;
uniform vec4 color;
varying lowp vec4 colorVarying;
uniform mat4 modelViewProjectionMatrix;
uniform mat3 normalMatrix;
void main()
{
//vec4 diffuseColor = color;
vec3 eyeNormal = normalize(normalMatrix * normal);
vec3 lightPosition = vec3(0.0, 0.0, 1.0);
//diffuseColor = vec4(0.4, 0.4, 1.0, 1.0);
float nDotVP = max(0.7, dot(eyeNormal, normalize(lightPosition))); // 0.0
colorVarying = color * nDotVP;
gl_Position = modelViewProjectionMatrix * position;
}
我认为vec4颜色均匀;允许我随时更改颜色,如果每个对象都有一个着色器,它工作正常,我可以动态更改对象颜色
答案 0 :(得分:2)
如何为每个多维数据集发送不同的制服(例如uniform vec4 cubeColor
并在片段着色器中使用它),然后再在其上调用glDrawArrays()
?
或者,您可以考虑在设置期间为每个立方体上传顶点和顶点颜色,然后在绘制时,绑定适当的顶点缓冲区(例如attribute vec3 a_vertex
)和顶点颜色缓冲区(例如{{1您在顶点着色器中指定的attribute vec4 a_vertexColor
,并在片段着色器中用作varying vec4 v_vertexColor
)。
另外,作为附注,如果您计划使用相同的程序,则可以在设置期间调用varying vec4 v_vertexColor
一次(OpenGL基于状态机,这意味着回忆某些参数(又名。状态,例如当前程序),只要你不改变它们。这可能会稍微提高程序的性能; - )