【问题标题】:OpenGL Transform Feedback not returning anythingOpenGL变换反馈没有返回任何东西
【发布时间】:2015-08-17 12:39:58
【问题描述】:

我正在开展一个使用几何着色器和变换反馈创建几何的项目。

我目前正在尝试让几何着色器返回其输入(1 个三角形)而不更改/添加任何内容,但它不起作用。

如果我能得到任何帮助/建议,我将不胜感激。以下是我的部分代码:

转换反馈程序的创建:

//==========================================
// Create the Transform Program
//==========================================

int check = LoadShader("Shaders//transformVS.glsl", GL_VERTEX_SHADER, transformVS);

//TODO: check for fail

check = LoadShader("Shaders//transformGS.glsl", GL_GEOMETRY_SHADER, transformGS);

//TODO: check for fail

transformProgram = glCreateProgram();

glAttachShader(transformProgram, transformVS);
glAttachShader(transformProgram, transformGS);

glBindAttribLocation(transformProgram, 0, "position_in");
glBindAttribLocation(transformProgram, 1, "normal_in");
glBindAttribLocation(transformProgram, 2, "length_in");

static const char* varyings[] = { "position_out", "normal_out", "length_out" };
glTransformFeedbackVaryings(transformProgram, 3, varyings, GL_INTERLEAVED_ATTRIBS);

glLinkProgram(transformProgram);

if (CheckProgram(transformProgram) == -1){
    glDetachShader(transformProgram, transformVS);
    glDetachShader(transformProgram, transformGS);
    glDeleteShader(transformVS);
    transformVS = 0;
    glDeleteShader(transformGS);
    transformGS = 0;
    glDeleteProgram(transformProgram);
    transformProgram = 0;

    return -1;
}

error = glGetError();

VBO、VAO 和 TFO 的创建:

//=====================================
// Create VBOs
//=====================================

glGenBuffers(2, VBOID);

glBindBuffer(GL_ARRAY_BUFFER, VBOID[0]);
glBufferData(GL_ARRAY_BUFFER, 3 * sizeof(TVertex_VNL), vertices, GL_DYNAMIC_COPY);
glBindBuffer(GL_ARRAY_BUFFER, 0);

error = glGetError();

glBindBuffer(GL_ARRAY_BUFFER, VBOID[1]);
glBufferData(GL_ARRAY_BUFFER, 3 * sizeof(TVertex_VNL), NULL, GL_DYNAMIC_COPY);
glBindBuffer(GL_ARRAY_BUFFER, 0);

error = glGetError();

//=====================================
// Create VAOs
//=====================================

glGenVertexArrays(2, VAOID);

glBindVertexArray(VAOID[0]);
    glBindBuffer(GL_ARRAY_BUFFER, VBOID[0]);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(TVertex_VNL), BUFFER_OFFSET(0)); //position
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(TVertex_VNL), BUFFER_OFFSET(sizeof(float) * 3)); //normal
    glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(TVertex_VNL), BUFFER_OFFSET(sizeof(float) * 6)); //length
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    glEnableVertexAttribArray(2);
glBindVertexArray(0);

error = glGetError();

glBindVertexArray(VAOID[1]);
    glBindBuffer(GL_ARRAY_BUFFER, VBOID[1]);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(TVertex_VNL), BUFFER_OFFSET(0)); //position
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(TVertex_VNL), BUFFER_OFFSET(sizeof(float) * 3)); //normal
    glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(TVertex_VNL), BUFFER_OFFSET(sizeof(float) * 6)); //length
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    glEnableVertexAttribArray(2);
glBindVertexArray(0);

error = glGetError();



//=====================================
// Create TFOs
//=====================================

glGenTransformFeedbacks(2, TFOID);

glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, TFOID[0]);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, VBOID[0]);
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);

error = glGetError();

glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, TFOID[1]);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, VBOID[1]);
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);

error = glGetError();

渲染方法:

//=========================================
// Clear Screen
//=========================================

//Clear all the buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

//========================================
// Transform Feedback
//========================================

glEnable(GL_RASTERIZER_DISCARD);

glUseProgram(transformProgram);

glBindVertexArray(VAOID[0]);
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, TFOID[1]);

glBeginTransformFeedback(GL_TRIANGLES);

glDrawArrays(GL_TRIANGLES, 0, 3);

glEndTransformFeedback();

glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);

glDisable(GL_RASTERIZER_DISCARD);

//========================================
// Draw Triangle
//========================================

//Bind the shader that we want to use
glUseProgram(renderProgram);

//Setup all uniforms for your shader
glUniformMatrix4fv(renderMVP, 1, FALSE, &MVP[0][0]);

//Bind the VAO
glBindVertexArray(VAOID[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);

//glDrawTransformFeedback(GL_TRIANGLES, TFOID[1]);

//========================================
// Swap Buffers
//========================================

glutSwapBuffers();

顶点着色器:

#version 330

in vec3 position_in;
in vec3 normal_in;
in float length_in;

out vec3 vs_position;
out vec3 vs_normal;
out float vs_length;

void main()
{
    vs_position = position_in;
    vs_normal = normal_in;
    vs_length = length_in;
}

几何着色器:

#version 330

layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;

in vec3 vs_position[];
in vec3 vs_normal[];
in float vs_length[];

out vec3 position_out;
out vec3 normal_out;
out float length_out;

void main()
{
    for(int i = 0; i < 3; i++){
        position_out = vs_position[i];
        normal_out = vs_normal[i];
        length_out = vs_length[i];

        EmitVertex();
    }

    EndPrimitive();
}

【问题讨论】:

  • 在初始化期间,您创建了两个 TFO,但需要将第一个初始化两次。在渲染过程中,您只使用第二个。
  • @derhass 再次感谢您的回答。我也修复了那个,但它仍然无法正常工作。 TFO 初始化中是否缺少某些内容,例如告诉 opengl 编写不同的输出变量?
  • 由于您使用交错输出,所有输出都将写入同一个缓冲区(除非您使用分隔符,但这是完全不同的事情,在这里不应该相关)。我不确定根本不使用片段着色器。由于您使用RASTERIZER_DISACRD,因此可能没有必要,但我没有在规范中查找。不过,我认为向渲染方法添加一些错误检查不会有什么坏处。

标签: c++ opengl transform-feedback


【解决方案1】:

您的几何着色器没有发出任何顶点,因为从未输入过 for 循环体:

for(int i = 0; i >= 3; i++){

【讨论】:

  • 感谢您的回答。我解决了这个问题,但三角形仍然没有被绘制出来:(
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