您好我正在尝试将以下函数转换为基于VBO的函数用于学习目的,它在屏幕上显示静态纹理。我在iPhone上使用带有着色器的OpenGL ES 2.0(在这种情况下应该与常规OpenGL几乎相同),这就是我的工作:
//Works!
- (void) drawAtPoint:(CGPoint)point depth:(CGFloat)depth
{
GLfloat coordinates[] = {
0, 1,
1, 1,
0, 0,
1, 0
};
GLfloat width = (GLfloat)_width * _maxS,
height = (GLfloat)_height * _maxT;
GLfloat vertices[] = {
-width / 2 + point.x, -height / 2 + point.y,
width / 2 + point.x, -height / 2 + point.y,
-width / 2 + point.x, height / 2 + point.y,
width / 2 + point.x, height / 2 + point.y,
};
glBindTexture(GL_TEXTURE_2D, _name);
//Attrib position and attrib_tex coord are handles for the shader attributes
glVertexAttribPointer(ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(ATTRIB_POSITION);
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, coordinates);
glEnableVertexAttribArray(ATTRIB_TEXCOORD);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
我尝试这样做以转换为VBO但是我没有在这个版本的屏幕上看到任何显示:
//Doesn't display anything
- (void) drawAtPoint:(CGPoint)point depth:(CGFloat)depth
{
GLfloat width = (GLfloat)_width * _maxS,
height = (GLfloat)_height * _maxT;
GLfloat position[] = {
-width / 2 + point.x, -height / 2 + point.y,
width / 2 + point.x, -height / 2 + point.y,
-width / 2 + point.x, height / 2 + point.y,
width / 2 + point.x, height / 2 + point.y,
}; //Texture on-screen position ( each vertex is x,y in on-screen coords )
GLfloat coordinates[] = {
0, 1,
1, 1,
0, 0,
1, 0
}; // Texture coords from 0 to 1
glBindVertexArrayOES(vao);
glGenVertexArraysOES(1, &vao);
glGenBuffers(2, vbo);
//Buffer 1
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), position, GL_STATIC_DRAW);
glEnableVertexAttribArray(ATTRIB_POSITION);
glVertexAttribPointer(ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, position);
//Buffer 2
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), coordinates, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(ATTRIB_TEXCOORD);
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, coordinates);
//Draw
glBindVertexArrayOES(vao);
glBindTexture(GL_TEXTURE_2D, _name);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
在这两种情况下,我都使用这个简单的顶点着色器
//Vertex Shader
attribute vec2 position;//Bound to ATTRIB_POSITION
attribute vec4 color;
attribute vec2 texcoord;//Bound to ATTRIB_TEXCOORD
varying vec2 texcoordVarying;
uniform mat4 mvp;
void main()
{
//You CAN'T use transpose before in glUniformMatrix4fv so... here it goes.
gl_Position = mvp * vec4(position.x, position.y, 0.0, 1.0);
texcoordVarying = texcoord;
}
gl_Position等于mvp * vec4的乘积,因为我在2D中使用mvp模拟glOrthof
这个片段着色器
//Fragment Shader
uniform sampler2D sampler;
varying mediump vec2 texcoordVarying;
void main()
{
gl_FragColor = texture2D(sampler, texcoordVarying);
}
我真的需要帮助,也许我的着色器在第二种情况下是错误的?
提前感谢。
答案 0 :(得分:2)
一切都是正确的,除了glVertexAttribPointer调用。
当你有VBO绑定时,最后一个参数o glVertexAttribPointer用作VBO的偏移量,作为指针(指针值是偏移量)。因此,您的数据位于VBO的开头,因此两个调用的最后一个参数应为0(NULL)。