通过glUniform OpenGL ES 2.0在着色器中移动对象

时间:2011-10-11 11:22:55

标签: opengl-es shader opengl-es-2.0 vertex-shader

如何通过glUniform **在世界中移动物体?

我尝试了glUniform3f(_positionSlot, 6.0f, 6.0f, -2.0f);

但我的目标没有动。

shader.vs:

attribute vec4 Position; // 1
attribute vec4 SourceColor; // 2
varying vec4 DestinationColor; // 3
uniform mat4 Projection;
uniform mat4 Modelview;

void main(void) { // 4
   DestinationColor = SourceColor; // 5
   gl_Position = Projection * Modelview *Position;

}

瑞德:

- (void)render:(CADisplayLink*)displayLink {
    glClearColor(0, 104.0/255.0, 55.0/255.0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glEnable(GL_DEPTH_TEST);
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
    CC3GLMatrix *projection = [CC3GLMatrix matrix];
    float h = 4.0f * self.frame.size.height / self.frame.size.width;
    [projection populateFromFrustumLeft:-2 andRight:2 andBottom:-h/2 andTop:h/2 andNear:4 andFar:10];
    glUniformMatrix4fv(_projectionUniform, 1, 0, projection.glMatrix);

    CC3GLMatrix *modelView = [CC3GLMatrix matrix];
    [modelView populateFromTranslation:CC3VectorMake(sin(CACurrentMediaTime()), 0, -7)];
    _currentRotation += displayLink.duration * 90;
    [modelView rotateBy:CC3VectorMake(_currentRotation, _currentRotation, 0)];
    glUniformMatrix4fv(_modelViewUniform, 1, 0, modelView.glMatrix);

    // 1
    glViewport(0, 0, self.frame.size.width, self.frame.size.height);

    // 2
    glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 3));

    glUniform4f(_colorSlot, 1.0f, 0.0f, 0.0f,1);
    glDrawElements(GL_TRIANGLE_STRIP, 14, GL_UNSIGNED_SHORT, indices);

    glUniform3f(_modelViewUniform, 6.0f, 6.0f, -2.0f);
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer2);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    [_context presentRenderbuffer:GL_RENDERBUFFER];
}

编辑:

_positionLocation=glGetAttribLocation(programHandle, "Translation");
glUniform3f(_positionLocation, -1.0f, 6.0f, -2.0f);
    glDrawElements(GL_TRIANGLE_STRIP, 14, GL_UNSIGNED_SHORT, indices);

    glUniform3f(_positionLocation, 1.0f, 6.0f, -2.0f);
    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer2);

如果我只绘制立方体或只有正方形,则一切正常。但似乎它的几个呈现在相同的位置,我只看到立方体。似乎这种方法不起作用。         glDrawArrays(GL_TRIANGLE_STRIP,0,4);

1 个答案:

答案 0 :(得分:3)

   gl_Position = Projection * Modelview *Position;

gl_Position是顶点着色器输出,它接收每个顶点的变换位置,而不仅仅是整个模型。 “位置槽”(变化/属性)用于将顶点属性数据,即每个顶点位置传递给着色器。您不能将制服应用于属性或变化。你需要一些额外的制服(我们称之为“翻译”):

attribute vec4 Position; // 1
attribute vec4 SourceColor; // 2
varying vec4 DestinationColor; // 3
uniform mat4 Projection;
uniform mat4 Modelview;
uniform vec4 Translation;

void main(void) { // 4
   DestinationColor = SourceColor; // 5
   gl_Position = Projection * Modelview * (Position + Translation);

}

您可以使用

之类的东西进行设置
glUniform3f(positionLocation, 6.0f, 6.0f, -2.0f);
BTW:那些不称为“插槽”,它们被称为“位置”。