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我无法将法线和 au,v 对发送到我的着色器。如果我删除正常,事情会按预期工作。

编辑 看起来 v_normal 正在接收用于 v_coord 的值。我仍然不知道。 /编辑

这是我的顶点:

struct Vertex{
    Vertex(vec3 const & v) : pos(v) {}

    vec3 pos;
    vec3 normal;
    real u, v;
};

这是初始化代码:

    const int VERTEX_POS_INDX = 0;
    const int VERTEX_NORMAL_INDX = 1;
    const int VERTEX_TEXCOORD_INDX = 2;

    const int VERTEX_POS_SIZE = 3;
    const int VERTEX_NORMAL_SIZE = 3;
    const int VERTEX_TEXCOORD_SIZE = 2;

    GLuint vbo, ibo;
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, sphere->vertices.size()*sizeof(Vertex), &sphere->vertices[0], GL_STATIC_DRAW);

    glGenBuffers(1, &ibo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sphere->indices.size()*sizeof(unsigned short), &sphere->indices[0], GL_STATIC_DRAW);

    glEnableVertexAttribArray ( VERTEX_POS_INDX );
    glEnableVertexAttribArray ( VERTEX_NORMAL_INDX );
    glEnableVertexAttribArray ( VERTEX_TEXCOORD_INDX );

    int offset = 0;

    glVertexAttribPointer ( VERTEX_POS_INDX, VERTEX_POS_SIZE, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offset );
    offset += VERTEX_POS_SIZE * sizeof(real);

    glVertexAttribPointer ( VERTEX_NORMAL_INDX, VERTEX_NORMAL_SIZE, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offset );
    offset += VERTEX_NORMAL_SIZE * sizeof(real);

    glVertexAttribPointer ( VERTEX_TEXCOORD_INDX, VERTEX_TEXCOORD_INDX, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offset );

    glBindAttribLocation ( programObject, VERTEX_POS_INDX, "a_position" );
    glBindAttribLocation ( programObject, VERTEX_NORMAL_INDX, "a_normal" );
    glBindAttribLocation ( programObject, VERTEX_TEXCOORD_INDX, "a_coord" );

顶点着色器:

precision highp float;

uniform mat4 u_mv;
uniform mat4 u_mvp;
uniform vec3 u_light;
uniform vec3 u_up;

attribute vec3 a_position;
attribute vec2 a_coord;
attribute vec3 a_normal;

varying vec2 v_coord;
varying vec3 v_normal;

void main() {    
    v_coord = a_coord;
    v_normal = a_normal;
    gl_Position = u_mvp * vec4(a_position, 1);
}

片段着色器:

precision highp float;

uniform vec3 u_up;

varying vec3 v_normal;
varying vec2 v_coord;


precision highp float;

uniform vec3 u_up;

varying vec3 v_normal;
varying vec2 v_coord;

void main()
{
    vec2 coord = v_coord;
    vec3 normal = v_normal;
    coord.x = mod(v_coord.x * 5.0, 1.0);
    coord.y = mod(v_coord.y * 5.0, 1.0);
    gl_FragColor = vec4 (
        mod(coord.x*1.0,1.0),
        mod(coord.y*1.0,1.0),
        mod(normal.z*5.0,1.0)*0.0,
        1.0 );
}
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1 回答 1

0

我只需要使用 glGetAttributeLocation 来定义索引,而不是假设 glBindAttributeLocation 可以解决问题。

编辑 在链接程序之前使用绑定属性函数可以解决问题并保留我对代码的意图。

于 2012-06-28T08:28:52.067 回答