绑定 SSBO 并通过 gl_InstanceID 访问它似乎可行,但我得到了这些非常奇怪的位置工件,我不确定它们来自哪里。
我生成随机位置的方式非常标准,我还用一些调试线测试了这些位置。但是当我在顶点着色器中添加它们时它们不匹配。
glm::fvec3 offset{ glm::sphericalRand(500.f) };
着色器.vert
struct Transform
{
vec3 position;
vec3 rotation;
vec3 scale;
mat4 transform;
};
layout (std430, binding = 0) buffer TransformBuffer
{
Transform transforms[];
};
layout (location = 0) in vec3 lPosition;
void main()
{
gl_Position = uProjection * uView * vec4(lPosition + transforms[gl_InstanceID].position, 1.f);
}
代码.cpp
struct Transform
{
glm::fvec3 mPosition {};
glm::fvec3 mRotation {};
glm::fvec3 mScale {};
glm::fmat4 mTransform{};
};
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 10000 * sizeof(Transform), pStorageData, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
glUseProgram(pid);
glBindVertexArray(vao);
glDrawElementsInstanced(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, nullptr, 10000);