【发布时间】:2014-02-11 06:21:20
【问题描述】:
我正在尝试在每个顶点的基础上为我的顶点着色器获取一些浮点值 - 浮点值将定义用于渲染的 gl_PointSize 的大小
这是我的着色器:
attribute float vSpacial;
void main(void)
{
gl_FrontColor = gl_Color;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_PointSize = vSpacial;
}
以下是我为顶点、颜色和“空间”点大小信息设置缓冲区的方法:
GLint spacial = glGetAttribLocation(program, "vSpacial");
float spacialData[] = {11.0f, 50.0f, 100.0f};
GLuint VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), &positions, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLuint CBO;
glGenBuffers(1, &CBO);
glBindBuffer(GL_ARRAY_BUFFER, CBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), &colors, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLuint SPO;
glGenBuffers(1, &SPO);
glBindBuffer(GL_ARRAY_BUFFER, SPO);
glBufferData(GL_ARRAY_BUFFER, sizeof(spacial), &spacial, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
这是我的渲染方式:
// Set up projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, 1024.0/768.0, 1, 1000);
// Set up camera view
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0,0,-5,
0,0,0,
0,1,0);
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// ---
glUseProgram(program);
glPushMatrix();
glRotatef( theta, 0.0f, 0.0f, 1.0f );
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_PROGRAM_POINT_SIZE);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0));
glBindBuffer(GL_ARRAY_BUFFER, CBO);
glColorPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0));
glBindBuffer(GL_ARRAY_BUFFER, SPO);
glEnableVertexAttribArray(spacial);
glVertexAttribPointer(spacial, 1, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glDrawArrays(GL_POINTS, 0, 3);
glDisableVertexAttribArray(spacial);
glDisable(GL_PROGRAM_POINT_SIZE);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glPopMatrix();
// ---
glFlush();
SwapBuffers( hDC );
theta += 1.0f;
目前我看不到任何渲染 - 如果我注释掉该行 glBindBuffer(GL_ARRAY_BUFFER, SPO); 我会看到一个点被自己渲染(不使用我传入的空间值)。
【问题讨论】:
标签: c++ opengl glsl shader points