我正在编写一个带有实例的迷你OpenGL程序。但是当我运行代码时,只显示了一个实例。我认为应该很容易,但我失败了。这是代码:
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <GL/glut.h>
#include <vector>
#include <fstream>
#include <string>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vector>
#define WIDTH 1280
#define HEIGHT 720
static const std::string vertexShader =
"#version 330 core\n"
"in vec3 position;\n"
"in vec3 color;\n"
"in ivec3 Glob_pos;\n"
"uniform mat4 MVP;\n"
"out vec3 ToFragColor;\n"
"void main(){\n"
" gl_Position = MVP * vec4(vec3(Glob_pos) + position,1.0);\n"
" ToFragColor = color;\n"
"}\n";
static const std::string fragmentShader =
"#version 330 core\n"
"in vec3 ToFragColor;\n"
"uniform vec3 Cam;\n"
"out vec3 out_color;\n"
"void main(){\n"
" out_color = ToFragColor;\n"
"}\n";
static const GLfloat CUBE_VERT[12*3*2*3] = {
-1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f,-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 1.0f,
-1.0f,-1.0f,-1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f,-1.0f, 0.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-1.0f,-1.0f,-1.0f, 0.0f, 0.0f, 0.0f,
1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 1.0f,
1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f,-1.0f,-1.0f, 0.0f, 0.0f, 1.0f,
-1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-1.0f,-1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-1.0f,-1.0f,-1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-1.0f,-1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
1.0f,-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f,-1.0f,-1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f,-1.0f, 0.0f, 1.0f, 1.0f,
1.0f,-1.0f,-1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
//TOP
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f,
1.0f, 1.0f,-1.0f, 1.0f, 0.0f, -1.0f,
-1.0f, 1.0f,-1.0f, 0.0f, 0.0f, -1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f,
-1.0f, 1.0f,-1.0f, 0.0f, 0.0f, -1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f
};
GLuint LoadShaders();
void setup(GLuint programID);
void render(GLuint programID);
void computeMatricesFromInputs(GLFWwindow* window);
GLuint vao, vbo, ib;
GLuint MatrixID;
GLuint CamID;
//For model view matrix calculation
glm::vec3 CamLoc = glm::vec3(0,0,-5);
glm::mat4 Projection = glm::perspective(glm::radians(45.0f), (float) WIDTH / (float)HEIGHT, 1.0f, 1000.0f);
glm::mat4 View = glm::lookAt(
CamLoc,
glm::vec3(0,0,0),
glm::vec3(0,1,0)
);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 mvp = Projection * View * Model;
glm::vec3 direction;
float horizontalAngle = 3.14f;
float verticalAngle = 0.0f;
float initialFoV = 45.0f;
float speed = 3.0f;
float mouseSpeed = 0.005f;
float mtimeScale = 0.1f;
float ktimeScale = 1.0f;
float FoV = initialFoV; //- 5 * glfwGetMouseWheel();
double lastPos[] = { 0,0 };
const glm::vec3 null = glm::vec3(0,0,0);
//For model view matrix calculation -- end
std::vector<int> instanceObj;
int main(int argc, char **argv){
glutInit(&argc, argv);
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window;
window = glfwCreateWindow(WIDTH, HEIGHT, "DearDaniel's OpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
glewExperimental = true;
glewInit();
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
GLuint programID = LoadShaders();
MatrixID = glGetUniformLocation(programID, "MVP");
CamID = glGetUniformLocation(programID, "Cam");
glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS);
glEnable(GL_CULL_FACE); glCullFace(GL_BACK);
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
setup(programID);
do{
glUseProgram(programID);
computeMatricesFromInputs(window);
render(programID);
glfwSwapBuffers(window);
glfwPollEvents();
} while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS && glfwWindowShouldClose(window) == 0 );
glDeleteProgram(programID);
return 0;
}
GLuint LoadShaders(){
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
char const * VertexSourcePointer = vertexShader.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
char const * FragmentSourcePointer = fragmentShader.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
glCompileShader(FragmentShaderID);
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
void setup(GLuint programID) {
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, 12*3*2*3*sizeof(int), CUBE_VERT, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*) 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glGenBuffers(1, &ib);
glBindBuffer(GL_ARRAY_BUFFER, ib);
glVertexAttribPointer(2, 3, GL_INT, GL_FALSE, 3 * sizeof( int), (void*) 0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribDivisor(2, 1);
glBindVertexArray(0);
}
void render(GLuint programID) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, ib);
instanceObj.clear();
for (int i = 0; i < 32; i+=2)
for (int j = 0; j < 32; j +=2)
for (int k = 0; k < 32; k +=2) {
instanceObj.push_back(i);
instanceObj.push_back(j);
instanceObj.push_back(k);
}
glBufferData(GL_ARRAY_BUFFER, sizeof(int)*instanceObj.size(), &instanceObj[0], GL_STATIC_DRAW);
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &mvp[0][0]);
glUniform3f(CamID, CamLoc.x, CamLoc.y, CamLoc.z);
glDrawArraysInstanced(GL_TRIANGLES, 0, 36, 16*16*16);
glBindVertexArray(0);
}
void computeMatricesFromInputs(GLFWwindow* window){
static double lastTime = glfwGetTime();
double currentTime = glfwGetTime();
float deltaTime = float(currentTime - lastTime);
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
float hori = horizontalAngle + mouseSpeed * float( xpos - lastPos[0] ) * mtimeScale;
float vert = verticalAngle + mouseSpeed * float( ypos - lastPos[1] ) * mtimeScale;
horizontalAngle = hori;
if (vert > -3.14f/2.0f && vert < 3.14f/2.0f) verticalAngle = vert;
lastPos[0] = xpos;
lastPos[1] = ypos;
direction = glm::vec3 (
cos(verticalAngle) * sin(horizontalAngle),
sin(verticalAngle),
cos(verticalAngle) * cos(horizontalAngle)
);
glm::vec3 right = glm::vec3(
sin(horizontalAngle - 3.14f/2.0f),
0,
cos(horizontalAngle - 3.14f/2.0f)
);
glm::vec3 up = glm::cross( right, direction );
if (glfwGetKey( window, GLFW_KEY_UP ) == GLFW_PRESS) CamLoc += direction * deltaTime * speed * ktimeScale;
if (glfwGetKey( window, GLFW_KEY_DOWN ) == GLFW_PRESS) CamLoc -= direction * deltaTime * speed * ktimeScale;
if (glfwGetKey( window, GLFW_KEY_RIGHT ) == GLFW_PRESS) CamLoc += right * deltaTime * speed * ktimeScale;
if (glfwGetKey( window, GLFW_KEY_LEFT ) == GLFW_PRESS) CamLoc -= right * deltaTime * speed * ktimeScale;
Projection = glm::perspective(glm::radians(FoV), 4.0f / 3.0f, 0.1f, 100.0f);
View = glm::lookAt(
CamLoc, // Camera is here
CamLoc+direction, // and looks here : at the same position, plus "direction"
up // Head is up (set to 0,-1,0 to look upside-down)
);
lastTime = currentTime;
mvp = Projection * View;
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
printf("%f ", mvp[i][j]);
}
printf("\n");
}
}
我使用以下命令编译我的代码:
g++ miniGL.cpp -Wall -std=c++11 -L/usr/local/lib -pthread -lGLEW -lGLU -lGL -lglut -lglfw3 -ldl -lrt -lXrandr -lXxf86vm -lXi -lXinerama -lX11 -lXcursor -lglfw -o ogl
我的目的是在屏幕上渲染16 * 16 * 16个立方体,但只有一个显示。我花了十多个小时进行调试。现在我放弃了,无耻地寻求帮助。
答案 0 :(得分:0)
在为顶点属性glVertexAttribIPointer
定义通用顶点属性数据的数组时,必须使用in ivec3 Glob_pos;
。
glVertexAttribPointer
仅用于浮点属性(整数数据将转换为浮点数)。
请参阅 对于 对于 注意,可能 glVertexAttribPointer
的
glVertexAttribPointer
,如果规范化设置为GL_TRUE
,则表示以整数格式存储的值将映射到范围[-1,1](对于有符号值)或[ 0,1](对于无符号值)访问它们并转换为浮点。否则,值将直接转换为浮动而不进行规范化。glVertexAttribIPointer
,只有整数类型GL_BYTE
,GL_UNSIGNED_BYTE
,GL_SHORT
,GL_UNSIGNED_SHORT
,GL_INT
,GL_UNSIGNED_INT
为公认。 值始终保留为整数值。Glob_pos
从未设置,并且始终具有相同但未定义的值。
由于您不使用glGetAttribLocation
来获取顶点属性(position
,color
,Glob_pos
)的属性索引,因此您应该使用Layout Qualifiers:< / p>
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in ivec3 Glob_pos;