我是opengl的新手
我正在创建两个立方体
当我使用glDrawArraysInstanced时。根据我的矩阵变换,我没有得到预期的结果
这是我使用不同数据的代码
IronPython
这是我的结果
http://i.stack.imgur.com/RWAWQ.png
如果我使用统一变量并使用gldrawarray两次,那么我会得到完美的结果。这是我的代码和结果
float fovy=tanf(GLKMathDegreesToRadians(30));
float nearplane=0.1f;
float farplane=10.0f;
float aspectratio=self.view.frame.size.width/self.view.frame.size.height;
float height=fovy*nearplane;
float width=height*aspectratio;
GLKMatrix4 frustum=GLKMatrix4MakeFrustum(-width, +width, -height, height, nearplane, farplane);
GLKMatrix4 translate=GLKMatrix4Translate(frustum, 0, 0.9, -3);
GLKMatrix4 rotatey= GLKMatrix4Rotate(translate, GLKMathDegreesToRadians(54), 0, 1, 0);
GLKMatrix4 translate1=GLKMatrix4Translate(frustum, 0, -0.5, -3);
GLKMatrix4 rotatey1= GLKMatrix4Rotate(translate1, GLKMathDegreesToRadians(54), 1, 1, 0);
GLKMatrix4 matarray[]=
{
rotatey,rotatey1
};
glGenBuffers(1, &matbuffer);
glBindBuffer(GL_ARRAY_BUFFER, matbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(matarray), matarray, GL_STATIC_DRAW);
glVertexAttribPointer(fulltransform,4, GL_FLOAT, GL_FALSE,sizeof(float)*4, (GLvoid*)(sizeof(float)*0));
glVertexAttribPointer(fulltransform+1, 4, GL_FLOAT, GL_FALSE,sizeof(float)*4, (GLvoid*)(sizeof(float)*4));
glVertexAttribPointer(fulltransform+2, 4, GL_FLOAT, GL_FALSE,sizeof(float)*4, (GLvoid*)(sizeof(float)*8));
glVertexAttribPointer(fulltransform+3, 4, GL_FLOAT, GL_FALSE,sizeof(float)*4, (GLvoid*)(sizeof(float)*12));
glVertexAttribDivisor(fulltransform, 1);
glVertexAttribDivisor(fulltransform+1, 1);
glVertexAttribDivisor(fulltransform+2, 1);
glVertexAttribDivisor(fulltransform+3, 1);
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArraysInstanced(GL_TRIANGLES, 0, numvertex,2);
http://i.stack.imgur.com/XnB9W.png
这是我的glsl代码
#version 300 es
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float fovy=tanf(GLKMathDegreesToRadians(30));
float nearplane=0.1f;
float farplane=10.0f;
float aspectratio=self.view.frame.size.width/self.view.frame.size.height;
float height=fovy*nearplane;
float width=height*aspectratio;
GLKMatrix4 frustum=GLKMatrix4MakeFrustum(-width, +width, -height, height, nearplane, farplane);
GLKMatrix4 translate=GLKMatrix4Translate(frustum, 0, 0.9, -3);
GLKMatrix4 rotatey= GLKMatrix4Rotate(translate, GLKMathDegreesToRadians(54), 0, 1, 0);
glUniformMatrix4fv(uniformmatrix, 1, GL_FALSE, rotatey.m);
glDrawArrays(GL_TRIANGLES, 0, numvertex);
GLKMatrix4 translatey=GLKMatrix4Translate(frustum, 0,-0.5, -3);
GLKMatrix4 rotatex= GLKMatrix4Rotate(translatey, GLKMathDegreesToRadians(54), 1, 0, 0);
glUniformMatrix4fv(uniformmatrix, 1, GL_FALSE, rotatex.m);
glDrawArrays(GL_TRIANGLES, 0, numvertex);
此外,我想知道这两种方法中的哪一种在fps
的情况下表现更好所有帮助将不胜感激。
in vec4 position;
in vec4 color;
in mat4 fulltransform;
uniform mat4 matrix;
out vec4 fragcolor;
void main()
{
// in mat4 fulltransform
fragcolor=color;
gl_Position=fulltransform*position;
// uniform mat4 matrix
fragcolor=color;
gl_Position=matrix*position;
}
答案 0 :(得分:0)
" fulltransform"在调用" glVertexAttribPointer(fulltransform,...)"中从glGetAttribLocation()返回,我没有看到你调用" glEnableVertexAttribArray(fulltransform + 0/1/2/3) )"在抽奖之前。
答案 1 :(得分:0)
glVertexAttribPointer()
来电中的步幅值会显示:
glVertexAttribPointer(fulltransform,4, GL_FLOAT, GL_FALSE,
sizeof(float)*4, (GLvoid*)(sizeof(float)*0));
glVertexAttribPointer(fulltransform+1, 4, GL_FLOAT, GL_FALSE,
sizeof(float)*4, (GLvoid*)(sizeof(float)*4));
glVertexAttribPointer(fulltransform+2, 4, GL_FLOAT, GL_FALSE,
sizeof(float)*4, (GLvoid*)(sizeof(float)*8));
glVertexAttribPointer(fulltransform+3, 4, GL_FLOAT, GL_FALSE,
sizeof(float)*4, (GLvoid*)(sizeof(float)*12));
步幅(第二个但最后一个参数)是属性后续值之间的字节差异。由于您的属性是矩阵行,并且整个矩阵包含16个浮点值,因此例如一个矩阵的第一行(这是您的第一个属性)与下一个矩阵的第一行之间的差异是16个浮点值。所以这些调用应该是:
glVertexAttribPointer(fulltransform,4, GL_FLOAT, GL_FALSE,
sizeof(float)*16, (GLvoid*)(sizeof(float)*0));
glVertexAttribPointer(fulltransform+1, 4, GL_FLOAT, GL_FALSE,
sizeof(float)*16, (GLvoid*)(sizeof(float)*4));
glVertexAttribPointer(fulltransform+2, 4, GL_FLOAT, GL_FALSE,
sizeof(float)*16, (GLvoid*)(sizeof(float)*8));
glVertexAttribPointer(fulltransform+3, 4, GL_FLOAT, GL_FALSE,
sizeof(float)*16, (GLvoid*)(sizeof(float)*12));
作为完整性检查,如果您有交错属性,则最后一个属性偏移的总和和该属性的大小通常应该加起来用于所有属性的步幅值。或者,作为类似的测试,所有属性大小的总和应该加起来。修改后的步幅值就是这种情况,但对于原始代码则不然。