我有一个非常奇怪的问题,我无法弄清楚。对于我的场景,我创建了一个样条曲线类,用于生成我的相机遍历的点。当我在场景中创建样条线类的实例并使用它时,这可以正常工作。我在样条曲线类中有一些功能,用于显示样条曲线上的点,这些点使用统一数据绘制它们的位置并为它们提供颜色。当我在场景中直接创建实例时,这一切都正常。
但是,我想创建多个样条线来让我的相机遍历,所以我创建了一个相当简单的管理类来处理多个样条线。然而,由于某些原因,我无法解释为什么当我使用管理器创建样条曲线的实例时,统一变量不起作用。其他一切都很好。当我说他们不工作我的意思是getLocation函数工作(他们按预期获得locationID),要发送的数据是相同的,没有关于应该的函数的错误或警告实际上将数据发送到他们的位置。样条曲线正确绘制,但它们总是黑色并且没有被翻译过。
这是我的场景课。我的经理和样条曲线类的构造函数完全相同,所以在我的ClothScene.hpp中我可以将mSplineManager对象的类型从manager类切换到样条线类,并且统一变量可以正常工作。
#include "ClothScene.hpp"
#include <atlas/core/GLFW.hpp>
#include <atlas/core/Log.hpp>
#include <atlas/core/Macros.hpp>
#include <atlas/core/Float.hpp>
#include <iostream>
ClothScene::ClothScene() :
mIsPlaying(false),
mLastTime(0.0f),
mFPS(60.0f),
mTick(1.0f / mFPS),
mAnimTime(0.0f),
mAnimLength(10.0f),
mSplineManager(int(mAnimLength * mFPS)),
ballPosition{ -10.0f, 0.0f, 14.0f }
{
glEnable(GL_DEPTH_TEST);
auto mat = glm::translate(atlas::math::Matrix4(1.0f), ballPosition);
mBall.transformGeometry(mat);
}
ClothScene::~ClothScene() {
}
void ClothScene::mousePressEvent(int button, int action, int modifiers, double xPos, double yPos) {
USING_ATLAS_MATH_NS;
if (button == GLFW_MOUSE_BUTTON_LEFT && modifiers == GLFW_MOD_ALT)
{
if (action == GLFW_PRESS)
{
mIsDragging = true;
//Camera tilt up and down or turn left, right
mCamera.mouseDown(Point2(xPos, yPos), ClothCamera::CameraMovements::TUMBLE);
}
else
{
mIsDragging = false;
mCamera.mouseUp();
}
}
else if (button == GLFW_MOUSE_BUTTON_MIDDLE && modifiers == GLFW_MOD_ALT)
{
if (action == GLFW_PRESS)
{
mIsDragging = true;
//Camera move left, right, up, down
mCamera.mouseDown(Point2(xPos, yPos), ClothCamera::CameraMovements::TRACK);
}
else
{
mIsDragging = false;
mCamera.mouseUp();
}
}
else if (button == GLFW_MOUSE_BUTTON_RIGHT && modifiers == GLFW_MOD_ALT)
{
if (action == GLFW_PRESS)
{
// first click.
mIsDragging = true;
//Camera move back and forth
mCamera.mouseDown(Point2(xPos, yPos), ClothCamera::CameraMovements::DOLLY);
}
else
{
mIsDragging = false;
mCamera.mouseUp();
}
}
else if (action != GLFW_PRESS)
{
mIsDragging = false;
mCamera.mouseUp();
}
}
void ClothScene::mouseMoveEvent(double xPos, double yPos) {
mCamera.mouseUpdate(glm::vec2(xPos, yPos));
}
void ClothScene::keyPressEvent(int key, int scancode, int action, int mods) {
UNUSED(scancode);
UNUSED(mods);
if (action == GLFW_PRESS)
{
switch (key)
{
case GLFW_KEY_T:
mCamera.resetCamera();
break;
case GLFW_KEY_W:
mCamera.strafeCamera(0);
break;
case GLFW_KEY_S:
mCamera.strafeCamera(1);
break;
case GLFW_KEY_A:
mCamera.strafeCamera(2);
break;
case GLFW_KEY_D:
mCamera.strafeCamera(3);
break;
case GLFW_KEY_R:
mCamera.strafeCamera(4);
break;
case GLFW_KEY_F:
mCamera.strafeCamera(5);
break;
case GLFW_KEY_Q:
mCamera.strafeCamera(6);
break;
case GLFW_KEY_E:
mCamera.strafeCamera(7);
break;
case GLFW_KEY_C:
mCamera.newPosition(glm::vec3(0.0f, 3.0f, 0.0f));
break;
case GLFW_KEY_U:
mSplineManager.showSpline();
break;
case GLFW_KEY_I:
mSplineManager.showControlPoints();
break;
case GLFW_KEY_O:
mSplineManager.showCage();
break;
case GLFW_KEY_P:
mSplineManager.showSplinePoints();
break;
case GLFW_KEY_SPACE:
mIsPlaying = !mIsPlaying;
default:
break;
}
}
}
void ClothScene::screenResizeEvent(int width, int height) {
glViewport(0, 0, width, height);
mProjection = glm::perspective(glm::radians(45.0),(double)width / height, 1.0, 1000.0);
}
void ClothScene::renderScene() {
float grey = 161.0f / 255.0f;
glClearColor(grey, grey, grey, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
mView = mCamera.getCameraMatrix();
mGrid.renderGeometry(mProjection, mView);
mSplineManager.renderGeometry(mProjection, mView);
mBall.renderGeometry(mProjection, mView);
}
void ClothScene::updateScene(double time)
{
mTime.currentTime = (float)time;
mTime.totalTime += (float)time;
if (atlas::core::geq(mTime.currentTime - mLastTime, mTick))
{
mLastTime += mTick;
mTime.deltaTime = mTick;
if (mIsPlaying)
{
mAnimTime += mTick;
mSplineManager.updateGeometry(mTime);
if (mSplineManager.doneInterpolation())
{
mIsPlaying = false;
return;
}
auto point = mSplineManager.getSplinePosition();
mCamera.newPosition(point);
mCamera.lookAt(ballPosition);
auto mat = glm::translate(atlas::math::Matrix4(1.0f), ballPosition);
mBall.transformGeometry(mat);
}
}
}
这是我的SplineManger课程。它非常简单,它只是创建一个样条线矢量,然后应用迭代通过矢量中所有样条线的完全相同的功能。由于某种原因,这会阻止着色器接收统一数据。
#include "SplineManager.hpp"
SplineManager::SplineManager(int totalFrames) :
finishedAllSplines(false),
currentSpline(0)
{
mTotalFrames = totalFrames;
addSplines();
}
SplineManager::~SplineManager() {
}
void SplineManager::addSplines() {
mControlPoints = std::vector<Point>
{
{ -20, -5, 0 },
{ -19, 5, -15 },
{ 12.7f, -5, -1.4f },
{ 20, 8.2f, 4.4f }
};
mSplines.push_back(Spline(mTotalFrames, mControlPoints));
}
void SplineManager::renderGeometry(atlas::math::Matrix4 projection, atlas::math::Matrix4 view) {
for (int i = 0; i < mSplines.size(); ++i) {
mSplines[i].renderGeometry(projection, view);
}
}
void SplineManager::updateGeometry(atlas::utils::Time const& t) {
mSplines[currentSpline].updateGeometry(t);
if (mSplines[currentSpline].doneInterpolation()) {
++currentSpline;
if (currentSpline == mSplines.size()) {
finishedAllSplines = true;
}
}
}
atlas::math::Point SplineManager::getSplinePosition() {
return mSplines[currentSpline].getSplinePosition();
}
void SplineManager::showSpline() {
for (int i = 0; i < mSplines.size(); ++i) {
mSplines[i].showSpline();
}
}
void SplineManager::showControlPoints() {
for (int i = 0; i < mSplines.size(); ++i) {
mSplines[i].showControlPoints();
}
}
void SplineManager::showCage() {
for (int i = 0; i < mSplines.size(); ++i) {
mSplines[i].showCage();
}
}
void SplineManager::showSplinePoints() {
for (int i = 0; i < mSplines.size(); ++i) {
mSplines[i].showSplinePoints();
}
}
bool SplineManager::doneInterpolation() {
return finishedAllSplines;
}
这是我的样条曲线类。再次,当我在场景类中直接创建它的实例时,这一切都完全正常。在SplineManager中创建实例时,统一变量不起作用。
#include "Spline.h"
#include "ShaderPaths.hpp"
#include <atlas/core/Macros.hpp>
Spline::Spline(int totalFrames) :
mResolution(500),
mTotalFrames(totalFrames),
mCurrentFrame(0),
mShowControlPoints(false),
mShowCage(false),
mShowSplinePoints(false),
mShowSpline(false),
mIsInterpolationDone(false)
{
USING_ATLAS_MATH_NS;
USING_ATLAS_GL_NS;
//Bezier
mBasisMatrix = Matrix4(
1.0f, 0.0f, 0.0f, 0.0f,
-3.0f, 3.0f, 0.0f, 0.0f,
3.0f, -6.0f, 3.0f, 0.0f,
-1.0f, 3.0f, -3.0f, 1.0f);
mControlPoints = std::vector<Point>
{
{ -20, -5, 0 },
{ -19, 5, -15 },
{ 12.7f, -5, -1.4f },
{ 20, 8.2f, 4.4f }
};
std::vector<Point> splinePoints;
float scale = 1.0f / mResolution;
for (int res = 0; res < mResolution + 1; ++res)
{
splinePoints.push_back(evaluateSpline(scale * res));
}
generateArcLengthTable();
glGenVertexArrays(1, &mVao);
glBindVertexArray(mVao);
glGenBuffers(1, &mControlBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mControlBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Point) * mControlPoints.size(),
mControlPoints.data(), GL_STATIC_DRAW);
glGenBuffers(1, &mSplineBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mSplineBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Point) * splinePoints.size(), splinePoints.data(), GL_STATIC_DRAW);
std::string shaderDir = generated::ShaderPaths::getShaderDirectory();
std::vector<ShaderInfo> shaders
{
{ GL_VERTEX_SHADER, shaderDir + "spline.vs.glsl" },
{ GL_FRAGMENT_SHADER, shaderDir + "spline.fs.glsl" }
};
mShaders.push_back(ShaderPointer(new Shader));
mShaders[0]->compileShaders(shaders);
mShaders[0]->linkShaders();
GLuint var;
var = mShaders[0]->getUniformVariable("uMVP");
mUniforms.insert(UniformKey("uMVP", var));
var = mShaders[0]->getUniformVariable("fColour");
mUniforms.insert(UniformKey("fColour", var));
mShaders[0]->disableShaders();
glBindVertexArray(0);
}
Spline::~Spline()
{
glDeleteVertexArrays(1, &mVao);
glDeleteVertexArrays(1, &mControlBuffer);
glDeleteVertexArrays(1, &mSplineBuffer);
}
void Spline::renderGeometry(atlas::math::Matrix4 projection,
atlas::math::Matrix4 view)
{
USING_ATLAS_MATH_NS;
mShaders[0]->enableShaders();
glBindVertexArray(mVao);
Matrix4 mvp = projection * view * mModel;
glUniformMatrix4fv(mUniforms["uMVP"], 1, GL_FALSE, &mvp[0][0]);
// Draw the control points first.
glUniform3f(mUniforms["fColour"], 1, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, mControlBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
if (mShowControlPoints)
{
glPointSize(5.0f);
glDrawArrays(GL_POINTS, 0, GLsizei(mControlPoints.size()));
glPointSize(1.0f);
}
if (mShowCage)
{
glDrawArrays(GL_LINE_STRIP, 0, GLsizei(mControlPoints.size()));
}
// Now draw the spline.
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, mSplineBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glUniform3f(mUniforms["fColour"], 0, 1, 0);
if (mShowSpline)
{
glLineWidth(5.0f);
glDrawArrays(GL_LINE_STRIP, 0, mResolution + 1);
glLineWidth(1.0f);
}
if (mShowSplinePoints)
{
glPointSize(8.0f);
glDrawArrays(GL_POINTS, 1, mResolution);
glPointSize(1.0f);
}
glDisableVertexAttribArray(0);
mShaders[0]->disableShaders();
}
void Spline::updateGeometry(atlas::utils::Time const& t)
{
UNUSED(t);
mSplinePosition = interpolateOnSpline();
mCurrentFrame++;
if (mCurrentFrame == mTotalFrames)
{
mIsInterpolationDone = true;
return;
}
}
void Spline::showControlPoints()
{
mShowControlPoints = !mShowControlPoints;
}
void Spline::showCage()
{
mShowCage = !mShowCage;
}
void Spline::showSplinePoints()
{
mShowSplinePoints = !mShowSplinePoints;
}
void Spline::showSpline()
{
mShowSpline = !mShowSpline;
}
bool Spline::doneInterpolation()
{
return mIsInterpolationDone;
}
atlas::math::Point Spline::getSplinePosition()
{
return mSplinePosition;
}
atlas::math::Point Spline::interpolateOnSpline()
{
int n = int(mTable.size());
float totalDistance = mTable[n - 1];
float step = totalDistance / mTotalFrames;
float currDistance = step * mCurrentFrame;
int index = tableLookUp(currDistance);
float t = (1.0f / mResolution) * (index % mResolution);
return evaluateSpline(t);
}
atlas::math::Point Spline::evaluateSpline(float t)
{
USING_ATLAS_MATH_NS;
Vector4 xControls =
{
mControlPoints[0].x, mControlPoints[1].x,
mControlPoints[2].x, mControlPoints[3].x
};
Vector4 yControls =
{
mControlPoints[0].y, mControlPoints[1].y,
mControlPoints[2].y, mControlPoints[3].y
};
Vector4 zControls =
{
mControlPoints[0].z, mControlPoints[1].z,
mControlPoints[2].z, mControlPoints[3].z
};
Vector4 xCoeff = xControls * mBasisMatrix;
Vector4 yCoeff = yControls * mBasisMatrix;
Vector4 zCoeff = zControls * mBasisMatrix;
float xcr, ycr, zcr;
xcr = xCoeff[0] + t * xCoeff[1] + t * t * xCoeff[2] + t * t * t * xCoeff[3];
ycr = yCoeff[0] + t * yCoeff[1] + t * t * yCoeff[2] + t * t * t * yCoeff[3];
zcr = zCoeff[0] + t * zCoeff[1] + t * t * zCoeff[2] + t * t * t * zCoeff[3];
return Point(xcr, ycr, zcr);
}
void Spline::generateArcLengthTable()
{
USING_ATLAS_MATH_NS;
if (!mTable.empty())
{
mTable.clear();
}
float scale = 1.0f / mResolution;
mTable.push_back(0.0f);
for (int i = 1; i < mResolution + 1; ++i)
{
Point p0 = evaluateSpline((i - 1) * scale);
Point p1 = evaluateSpline(i * scale);
Point dist = p0 - p1;
mTable.push_back(mTable[i - 1] + glm::length(dist));
}
}
int Spline::tableLookUp(float distance)
{
// Find the entry in our table that corresponds to the given distance.
float epsilon = chooseEpsilon();
for (int i = 0; i < int(mTable.size()); ++i)
{
if (glm::abs(mTable[i] - distance) < epsilon)
{
return i;
}
}
return -1;
}
float Spline::chooseEpsilon()
{
// Find the largest difference and use that to look up distances
// in our table.
float epsilon = 0.0f;
float diff;
for (int i = 0; i < mTable.size() - 1; ++i)
{
diff = glm::abs(mTable[i] - mTable[i + 1]);
if (diff > epsilon)
{
epsilon = diff;
}
}
return epsilon;
}
void Spline::setSplineCoordinates(std::vector<atlas::math::Point> mControlPoints_) {
mControlPoints = mControlPoints_;
}
任何感兴趣的人的头文件。
SplineManager.hpp
#ifndef SPLINEMANAGER_HPP
#define SPLINEMANAGER_HPP
#pragma once
#include <atlas/utils/Geometry.hpp>
#include "Spline.h"
USING_ATLAS_MATH_NS;
USING_ATLAS_GL_NS;
class SplineManager : public atlas::utils::Geometry {
public:
SplineManager(int totalFrames);
~SplineManager();
atlas::math::Point getSplinePosition();
void addSplines();
void showSpline();
void showControlPoints();
void showCage();
void showSplinePoints();
bool doneInterpolation();
void updateGeometry(atlas::utils::Time const& t) override;
void renderGeometry(atlas::math::Matrix4 projection, atlas::math::Matrix4 view) override;
private:
std::vector<Spline> mSplines;
std::vector<atlas::math::Point> mControlPoints;
int mTotalFrames;
int currentSpline;
bool finishedAllSplines;
};
#endif
Spline.h
#ifndef LAB04_INCLUDE_SPLINE_HPP
#define LAB04_INCLUDE_SPLINE_HPP
#pragma once
#include <atlas/utils/Geometry.hpp>
#include <fstream>
class Spline : public atlas::utils::Geometry
{
public:
Spline(int totalFrames, std::vector<atlas::math::Point> mControlPoints_);
Spline(int totalFrames);
~Spline();
void renderGeometry(atlas::math::Matrix4 projection,
atlas::math::Matrix4 view) override;
void updateGeometry(atlas::utils::Time const& t) override;
void showControlPoints();
void showCage();
void showSplinePoints();
void showSpline();
bool doneInterpolation();
atlas::math::Point getSplinePosition();
void setSplineCoordinates(std::vector<atlas::math::Point> mControlPoints_);
private:
atlas::math::Point interpolateOnSpline();
atlas::math::Point evaluateSpline(float t);
void generateArcLengthTable();
int tableLookUp(float distance);
float chooseEpsilon();
atlas::math::Matrix4 mBasisMatrix;
std::vector<atlas::math::Point> mControlPoints;
std::vector<float> mTable;
atlas::math::Point mSplinePosition;
GLuint mVao;
GLuint mControlBuffer;
GLuint mSplineBuffer;
int mResolution;
int mTotalFrames;
int mCurrentFrame;
bool mShowControlPoints;
bool mShowCage;
bool mShowSplinePoints;
bool mShowSpline;
bool mIsInterpolationDone;
};
#endif
ClothScene.hpp
#ifndef SCENE_HPP
#define SCENE_HPP
#pragma once
#include <atlas\utils\Scene.hpp>
#include "ClothCamera.hpp"
#include "SplineManager.hpp"
#include "Grid.hpp"
#include "Spline.h"
#include "Ball.hpp"
//#include "Cloth.hpp"
class ClothScene : public atlas::utils::Scene {
public:
ClothScene();
~ClothScene();
void mousePressEvent(int button, int action, int modifiers, double xPos, double yPos) override;
void mouseMoveEvent(double xPos, double yPos) override;
void keyPressEvent(int key, int scancode, int action, int mods) override;
void screenResizeEvent(int width, int height) override;
void renderScene() override;
void updateScene(double time) override;
private:
bool mIsDragging;
bool mIsPlaying;
float mLastTime;
float mFPS;
float mTick;
float mAnimTime;
float mAnimLength;
glm::vec3 ballPosition;
ClothCamera mCamera;
Grid mGrid;
SplineManager mSplineManager;//, mSpline2;
Ball mBall;
std::vector<atlas::math::Point> mControlPoints;
};
#endif