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我已经成功地通过着色器使用颜色组件渲染图元并翻译它们。但是,在尝试通过着色器加载纹理并为图元渲染时,图元出现故障,它们应该是正方形:

在此处输入图像描述

如您所见,它成功加载了带有颜色分量的纹理并将其应用到场景中的单个图元。

如果我然后删除颜色分量,我又会有图元,但奇怪的是,它们是通过改变 uvs 来缩放的——这不应该是这种情况,只有 uvs 应该缩放!(它们的原点也是偏移的)

我的着色器初始化代码:

   void renderer::initRendererGfx()
 {
shader->compilerShaders();

shader->loadAttribute(@"Position");
shader->loadAttribute(@"SourceColor");
shader->loadAttribute(@"TexCoordIn");

 }

这是我的对象处理程序渲染功能代码:

void renderer::drawRender(glm::mat4 &view, glm::mat4 &projection)
   {
  //Loop through all objects of base type OBJECT
for(int i=0;i<SceneObjects.size();i++){
    if(SceneObjects.size()>0){
        shader->bind();//Bind the shader for the rendering of this object
        SceneObjects[i]->mv = view * SceneObjects[i]->model;
        shader->setUniform(@"modelViewMatrix", SceneObjects[i]->mv);//Calculate object model view
        shader->setUniform(@"MVP", projection * SceneObjects[i]->mv);//apply projection transforms to object


        glActiveTexture(GL_TEXTURE0); // unneccc in practice
        glBindTexture(GL_TEXTURE_2D, SceneObjects[i]->_texture);

        shader->setUniform(@"Texture", 0);//Apply the uniform for this instance
        SceneObjects[i]->draw();//Draw this object
        shader->unbind();//Release the shader for the next object
    }
  }
}

这是我的精灵缓冲区初始化和绘制代码:

 void spriteObject::draw()
{
glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, sizeof(SpriteVertex), NULL);

glVertexAttribPointer((GLuint)1, 4, GL_FLOAT, GL_FALSE, sizeof(SpriteVertex) , (GLvoid*)     (sizeof(GL_FLOAT) * 3));
glVertexAttribPointer((GLuint)2, 2, GL_FLOAT, GL_FALSE, sizeof(SpriteVertex) , (GLvoid*)(sizeof(GL_FLOAT) * 7));

glDrawElements(GL_TRIANGLE_STRIP, sizeof(SpriteIndices)/sizeof(SpriteIndices[0]), GL_UNSIGNED_BYTE, 0);

}
 void spriteObject::initBuffers()
{
glGenBuffers(1, &vertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(SpriteVertices), SpriteVertices, GL_STATIC_DRAW);

glGenBuffers(1, &indexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(SpriteIndices), SpriteIndices, GL_STATIC_DRAW);

  }

这是顶点着色器:

 attribute vec3 Position;
 attribute vec4 SourceColor;

 varying vec4 DestinationColor;

 uniform mat4 projectionMatrix;
 uniform mat4 modelViewMatrix;
 uniform mat4 MVP;

 attribute vec2 TexCoordIn;
 varying vec2 TexCoordOut;

 void main(void) {
 DestinationColor = SourceColor;
 gl_Position = MVP * vec4(Position,1.0);
 TexCoordOut = TexCoordIn;
  }

最后是片段着色器:

  varying lowp vec4 DestinationColor;

  varying lowp vec2 TexCoordOut;
  uniform sampler2D Texture;

  void main(void) {
  gl_FragColor = DestinationColor * texture2D(Texture, TexCoordOut);
  }

如果您想查看某些元素的更多细节,请询问。

非常感谢。

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1 回答 1

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你确定你的三角形有相同的绕组吗?缠绕是列出三角形点的顺序(顺时针或逆时针)。绕组用于面剔除以确定三角形是面向还是背面。

您可以通过禁用面部剔除轻松检查三角形是否缠绕错误。

glDisable( GL_CULL_FACE );

更多信息在这里(http://db-in.com/blog/2011/02/all-about-opengl-es-2-x-part-23/#face_culling

于 2013-02-07T21:30:55.537 回答