尽管我分别调用glEnableVertexAttribArray
和glVertexAttribPointer
,但我的顶点着色器似乎无法访问该值(之所以说是value,是因为我不确定它的名称是Attribute?)。
我很困惑,因为顶点着色器可以通过执行完全相同的操作来访问其他值。
在以下代码中,着色器可以很好地访问属性位置0的“顶点”位置和属性位置1的“顶点法线”,但是当我将属性位置2的“顶点”颜色值用作网格的颜色时,它是黑色的即使另有设置。
//Vertex Position
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, vertexPosition));
//Vertex Normal
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, vertexNormal));
//Vertex Colour
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, vertexColor));
这是顶点结构
struct Vertex {
glm::vec3 vertexPosition;
glm::vec3 vertexNormal;
glm::vec3 vertexColor;
glm::vec2 textureCoords;
glm::vec3 vertexTangent;
glm::vec3 vertexBitangent;
Vertex() {}
Vertex(glm::vec3 vertexPosition, glm::vec3 vertexNormal = glm::vec3(0), glm::vec3 vertexColor = glm::vec3(0), glm::vec2 textureCoords = glm::vec2(0)) {
this->vertexPosition = vertexPosition;
this->vertexNormal = vertexNormal;
this->textureCoords = textureCoords;
}
};
这里是着色器代码。如果我取消注释该行,则网格将按预期呈现红色
#version 330 core
uniform mat4 uModelMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uProjectionMatrix;
uniform vec3 uLightPosition;
layout(location = 0) in vec3 aVertexPosition;
layout(location = 1) in vec3 aVertexNormal;
layout(location = 2) in vec3 aVertexColor;
out vec3 viewDirection;
out vec3 lightPosition;
out vec3 fragmentPosition;
out vec3 materialColor;
flat out vec3 fragmentNormal;
void main(){
materialColor = aVertexColor;
//materialColor = vec3(0.5, 0, 0);
mat4 modelViewMatrix = uViewMatrix * uModelMatrix;
vec3 viewSpacePosition = (modelViewMatrix * vec4(aVertexPosition, 1)).xyz;
viewDirection = normalize(viewSpacePosition);
vec3 viewSpaceNormal = normalize(modelViewMatrix * vec4(aVertexNormal, 0)).xyz;
fragmentNormal = viewSpaceNormal;
fragmentNormal = aVertexNormal;
lightPosition = uLightPosition;
fragmentPosition = vec3(uModelMatrix * vec4(aVertexPosition, 1.0));
gl_Position = uProjectionMatrix * modelViewMatrix * vec4(aVertexPosition, 1);
}
即使vertexColor默认为glm::vec3(1)
而不是glm::vec3(0)
,它仍然是黑色的。在使用着色器绘制之前,我已经检查了vertexColor的值,并且颜色为 not 黑色。
答案 0 :(得分:2)
似乎您没有在Vertex构造函数中设置vertexColor值。
Vertex(glm::vec3 vertexPosition, glm::vec3 vertexNormal = glm::vec3(0), glm::vec3 vertexColor = glm::vec3(0), glm::vec2 textureCoords = glm::vec2(0)) {
this->vertexPosition = vertexPosition;
this->vertexNormal = vertexNormal;
this->vertexColor = vertexColor;
}