与标题所示,我正在使用几何着色器在OpenGL中构建一个粒子系统,以便从点创建广告牌。一切似乎都没问题,但看起来所有粒子都共享第一个粒子的旋转和颜色。我当然检查了输入。 这是我当前的顶点和几何着色器:
顶点着色器:
#version 330 core
layout(location=0) in vec4 in_position;
layout(location=2) in float in_angle;
layout(location=3) in vec4 in_color;
uniform mat4 P;
uniform mat4 V;
out VertexData
{
vec4 color;
float angle;
} vertex;
void main()
{
vertex.color = in_color;
vertex.angle = in_angle;
gl_Position = in_position;
}
几何着色器:
#version 330
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
uniform mat4 V;
uniform mat4 P;
in VertexData
{
vec4 color;
float angle;
} vertex[];
out vec4 fragColor;
out vec2 texcoord;
mat4 rotationMatrix(vec3 axis, float angle)
{
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
0.0, 0.0, 0.0, 1.0);
} // http://www.neilmendoza.com/glsl-rotation-about-an-arbitrary-axis/
void main()
{
mat4 R = rotationMatrix( vec3(0,0,1), vertex[0].angle );
vec4 pos = V * vec4( gl_in[0].gl_Position.xyz, 1.0 );
float size = gl_in[0].gl_Position.w;
texcoord = vec2( 0.0, 0.0);
gl_Position = P * ( pos + vec4( texcoord, 0, 0 ) * R * size );
fragColor = vertex[0].color;
EmitVertex();
texcoord = vec2( 1.0, 0.0);
gl_Position = P * ( pos + vec4( texcoord, 0, 0 ) * R * size );
fragColor = vertex[0].color;
EmitVertex();
texcoord = vec2( 0.0, 1.0);
gl_Position = P * ( pos + vec4( texcoord, 0, 0 ) * R * size );
fragColor = vertex[0].color;
EmitVertex();
texcoord = vec2( 1.0, 1.0);
gl_Position = P * ( pos + vec4( texcoord, 0, 0 ) * R * size );
fragColor = vertex[0].color;
EmitVertex();
EndPrimitive();
}
我在这里做错了吗?
答案 0 :(得分:0)
啊,我发现了导致我问题的原因。
从我还在使用glVertexAttribDivisor()
时,我仍然有两次拨打glDrawArraysInstanced()
。