我想在我的顶点数组对象中添加一个整数数组,以定义哪个图像应该用于该特定顶点,但是不知何故,数据在途中被损坏或未正确加载。
我已经尝试加载预设数组,并使用gl_VertexID选择了正确的索引,这种方法行得通,但是我宁愿将所有数据都存储在顶点数组中,而不必每帧都加载统一的整数数组。 / p>
顶点着色器
#version 330 core
layout (location = 0) in vec4 position;
layout (location = 1) in vec2 textureCoordinate;
//layout (location = 2) in vec3 normals;
layout (location = 3) in int textureIndex;
//layout (location = 4) in mat4 modelMatrix;
// ---------------Temporary--------------
uniform mat4 view;
uniform mat4 model;
// ---------------Temporary end----------
flat out int textureIndexOut;
out DATA {
vec2 tc;
} vs_out;
void main() {
mat4 mvp = view * model;
gl_Position = mvp * position;
vs_out.tc = textureCoordinate;
textureIndexOut = textureIndex;
}
片段着色器
#version 330 core
layout (location = 0) out vec4 color;
flat in int textureIndexOut;
in DATA {
vec2 tc;
} fs_in;
uniform sampler2D textureSamplers[32];
void main() {
color = texture(textureSamplers[1], fs_in.tc);
}
创建顶点数组`
public static VertexArray createVAO(float[] vertices, int[] indices, float[] textureCoordinates,
float[] normals, int[]textureIndices) {
int count = indices.length;
int indexBufferObject = createIndexBuffer(indices);
int vertexArrayObject = laodVertexArrayObject();
storeDataInAttributeList(ShaderProgram.VERTEX_ATTRIB, vertices, 3);
storeDataInAttributeList(ShaderProgram.TEXTURECOORDINATE_ATTRIB, textureCoordinates, 2);
storeDataInAttributeList(ShaderProgram.TEXTURE_INDEX_ATTRIB, textureIndices, 1);
return new VertexArray(count, vertexArrayObject, indexBufferObject, indices, vertices, normals, textureCoordinates);
}
创建VAO
private static int laodVertexArrayObject() {
int vertexArrayObjectID = glGenVertexArrays();
vaos.add(vertexArrayObjectID); //Adding the VAO to the list of all VAOs
glBindVertexArray(vertexArrayObjectID);
return vertexArrayObjectID;
}
创建VBO
private static int createIndexBuffer(int[] indices) {
int indexBufferObjectID = glGenBuffers();
ibos.add(indexBufferObjectID); //Adding the IBO to the list of all IBOs
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferObjectID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, BufferUtils.createIntBuffer(indices), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
return indexBufferObjectID;
}
storeDataInAttributeList函数
private static void storeDataInAttributeList(int attributeNumber, float[] data, int coordinateSize) {
int vertexBufferObjectID = glGenBuffers();
vbos.add(vertexBufferObjectID); //Adding the VBO to the list of all VBOs
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjectID);
glBufferData(GL_ARRAY_BUFFER, BufferUtils.createFloatBuffer(data), GL_STATIC_DRAW);
glVertexAttribPointer(attributeNumber, coordinateSize, GL_FLOAT, false, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
private static void storeDataInAttributeList(int attributeNumber, int[] data, int coordinateSize) {
int vertexBufferObjectID = glGenBuffers();
vbos.add(vertexBufferObjectID); //Adding the VBO to the list of all VBOs
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjectID);
glBufferData(GL_ARRAY_BUFFER, BufferUtils.createIntBuffer(data), GL_STATIC_DRAW);
glVertexAttribPointer(attributeNumber, coordinateSize, GL_INT, false, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
渲染批次
public void render() {
// Final arrays
float[] vertices = null;
float[] textureCoordinates = null;
float[] normals = null;
int[] indices = null;
int[] textureIndices = null;
// The temporary array list of data
ArrayList<Float> rawVertices = new ArrayList<Float>();
ArrayList<Float> rawTextureCoordinates = new ArrayList<Float>();
ArrayList<Float> rawNormals = new ArrayList<Float>();
ArrayList<Integer> rawIndices = new ArrayList<Integer>();
ArrayList<Integer> rawTextureIndices = new ArrayList<Integer>();
// Adding all the data of all the vaos into the temporary array lists
for(int j = 0; j < rawVAOs.size(); j++) {
for(int i = 0; i < rawVAOs.get(j).getVertices().length; i++) {
rawVertices.add(rawVAOs.get(j).getVertices()[i]);
}
for(int i = 0; i < rawVAOs.get(j).getIndices().length; i++) {
if(j == 0) {
rawIndices.add(rawVAOs.get(j).getIndices()[i]);
} else {
rawIndices.add(j*rawVAOs.get(j-1).getIndices().length + rawVAOs.get(j).getIndices()[i]);
}
}
for(int i = 0; i < rawVAOs.get(j).getNormals().length; i++) {
rawNormals.add(rawVAOs.get(j).getNormals()[i]);
}
for(int i = 0; i < rawVAOs.get(j).getTextureCoordinates().length; i++) {
rawTextureCoordinates.add(rawVAOs.get(j).getTextureCoordinates()[i]);
}
for(int i = 0; i < rawVAOs.get(j).getTextureIndices().length; i++) {
rawTextureIndices.add(rawVAOs.get(j).getTextureIndices()[i]);
}
}
// Adding all the data from the temporaray array lists into the final arrays
vertices = new float[rawVertices.size()];
for(int i = 0; i < rawVertices.size(); i++) {
vertices[i] = rawVertices.get(i);
}
indices = new int[rawIndices.size()];
for(int i = 0; i < rawIndices.size(); i++) {
indices[i] = rawIndices.get(i);
}
normals = new float[rawNormals.size()];
for(int i = 0; i < rawNormals.size(); i++) {
normals[i] = rawNormals.get(i);
}
textureCoordinates = new float[rawTextureCoordinates.size()];
for(int i = 0; i < rawTextureCoordinates.size(); i++) {
textureCoordinates[i] = rawTextureCoordinates.get(i);
}
textureIndices = new int[rawTextureIndices.size()];
for(int i = 0; i < rawTextureIndices.size(); i++) {
textureIndices[i] = rawTextureIndices.get(i);
}
// Creating the final vao and rendering it
this.finalVAO = Loader.createVAO(vertices, indices, textureCoordinates, normals, textureIndices);
Main.ShaderList.get(shaderIndex).prepare();
//load transformation matrices
for(int i = 0; i < texturePointers.size(); i++) {
glActiveTexture(GL_TEXTURE0+i);
Main.TextureBufferPointerList.get(texturePointers.get(i)).bind();
}
this.finalVAO.render();
Main.ShaderList.get(shaderIndex).finish();
}
如果我加载一个整数数组,该数组包含第一个对象的所有顶点为0和第二个对象的所有顶点为1,则我希望第一个对象被第一个纹理和第二个对象着色用第二个纹理着色的对象。如果我为两个对象都添加0,它会起作用,但是一旦为任何对象添加1,我都会收到以下巨大错误消息:
#
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00007ffee7914d6e, pid=5992, tid=0x00000000000006bc
#
# JRE version: Java(TM) SE Runtime Environment (8.0_211-b12) (build 1.8.0_211-b12)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (25.211-b12 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C [ig9icd64.dll+0x24d6e]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# If you would like to submit a bug report, please visit:
# http://bugreport.java.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
--------------- T H R E A D ---------------
Current thread (0x000000001f03c800): JavaThread "renderer" [_thread_in_native, id=1724, stack(0x0000000020990000,0x0000000020a90000)]
siginfo: ExceptionCode=0xc0000005, reading address 0x0000000000000220
Registers:
RAX=0x0000000024f20080, RBX=0x00000000013ae000, RCX=0x00000000013ae000, RDX=0x000000002d611b10
RSP=0x0000000020a8ebb0, RBP=0x000000002d611a50, RSI=0x0000000000000000, RDI=0x0000000024f20080
R8 =0x0000000001221bc0, R9 =0x0000000000008000, R10=0x00000000ffffffff, R11=0x0000000000000000
R12=0x0000000000000000, R13=0x000000001ca43bd0, R14=0x0000000025042310, R15=0x0000000000000000
RIP=0x00007ffee7914d6e, EFLAGS=0x0000000000010246
Top of Stack: (sp=0x0000000020a8ebb0)
0x0000000020a8ebb0: 0000000000000001 0000000001387e50
0x0000000020a8ebc0: 00000000228e5360 00007ffee7a6171f
0x0000000020a8ebd0: fffffffffffffffe 000000001ca43bd0
0x0000000020a8ebe0: 000000000137ff20 00007ffee79145cf
0x0000000020a8ebf0: 0000000001394720 0000000000000000
0x0000000020a8ec00: 00000000013ae000 000000002d611a50
0x0000000020a8ec10: 000000000000000e 00007ffee7e35300
0x0000000020a8ec20: 0000000000000000 0000000025042310
0x0000000020a8ec30: 0000000024f20080 00007ffee790b731
0x0000000020a8ec40: 0000000001394720 00000000ffffffff
0x0000000020a8ec50: 0000000000000000 00000000ffffffff
0x0000000020a8ec60: 000000000137ff20 00007ffee7b0f4e2
0x0000000020a8ec70: 0000000000000000 00000000ffffffff
0x0000000020a8ec80: 0000000024f20080 000000000137ff20
0x0000000020a8ec90: fffffffffffffffe 0000000025042310
0x0000000020a8eca0: 0000000000000000 0000000025042310
Instructions: (pc=0x00007ffee7914d6e)
0x00007ffee7914d4e: 02 00 00 83 e6 01 0f 1f 40 00 0f 1f 84 00 00 00
0x00007ffee7914d5e: 00 00 4c 8b 9f 70 42 03 00 48 8d 95 c0 00 00 00
0x00007ffee7914d6e: 41 8b 8b 20 02 00 00 85 f6 0f 84 81 00 00 00 83
0x00007ffee7914d7e: f9 10 73 06 48 6b c1 38 eb 5b 44 8d 41 f0 41 8b
Register to memory mapping:
RAX=0x0000000024f20080 is an unknown value
RBX=0x00000000013ae000 is an unknown value
RCX=0x00000000013ae000 is an unknown value
RDX=0x000000002d611b10 is an unknown value
RSP=0x0000000020a8ebb0 is pointing into the stack for thread: 0x000000001f03c800
RBP=0x000000002d611a50 is an unknown value
RSI=0x0000000000000000 is an unknown value
RDI=0x0000000024f20080 is an unknown value
R8 =0x0000000001221bc0 is an unknown value
R9 =0x0000000000008000 is an unknown value
R10=0x00000000ffffffff is an unknown value
R11=0x0000000000000000 is an unknown value
R12=0x0000000000000000 is an unknown value
R13={method} {0x000000001ca43bd8} 'invokeV' '(J)V' in 'org/lwjgl/system/JNI'
R14=0x0000000025042310 is an unknown value
R15=0x0000000000000000 is an unknown value
Stack: [0x0000000020990000,0x0000000020a90000], sp=0x0000000020a8ebb0, free space=1018k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C [ig9icd64.dll+0x24d6e]
C [ig9icd64.dll+0x245cf]
C
答案 0 :(得分:1)
必须由glVertexAttribIPointer
指定集成属性-重点放在I
:
glVertexAttribIPointer(attributeNumber, coordinateSize, GL_INT, 0, 0);
请参见OpenGL 4.6 API Core Profile Specification; 10.2.1 Current Generic Attributes ,第349页:
当顶点着色器属性变量的值来自启用的通用顶点属性数组时, 数组必须由与变量的数据类型兼容的命令指定。 如果未通过以下方式指定索引数组,则加载到绑定到通用属性索引的着色器属性变量中的值是不确定的:
VertexAttribFormat
,用于浮点基类型属性;VertexAttribIFormat
,类型为BYTE
,SHORT
或INT
的带符号整数基类型属性; 或VertexAttribIFormat
,类型为UNSIGNED_BYTE
,UNSIGNED_SHORT
或UNSIGNED_INT
,用于无符号整数基类型属性。
进一步请注意,Index buffer中写有Vertex Array Object。如果没有绑定顶点数组对象,则不能绑定索引缓冲区。 (在兼容性配置文件上下文中,存在默认的顶点数组对象0)。
因此必须在索引缓冲区之前创建并绑定顶点数组对象。
int vertexArrayObject = laodVertexArrayObject();
int count = indices.length;
int indexBufferObject = createIndexBuffer(indices);
当然不能与glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
断开与VAO的关联:
private static int createIndexBuffer(int[] indices) {
int indexBufferObjectID = glGenBuffers();
ibos.add(indexBufferObjectID);
//Adding the IBO to the list of all IBOs
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferObjectID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, BufferUtils.createIntBuffer(indices), GL_STATIC_DRAW);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); <----- delete
return indexBufferObjectID;
}