我一直在使用openGL几个月,现在只是自己学习。现在我已经得到渲染位置,纹理坐标模型使用GLSL GPU剥皮问题
我正在尝试使用动画模型,我将在显卡上进行动画蒙皮处理。
顺便说一句,如果有人想帮助我1对1让我知道我不介意更直接的做法。
这里是我的顶点格式
struct VERTEX_ANIMATED
{
float3 position;
float3 normal;
float2 texCoord;
float weights[4];
unsigned boneIndices[4];
};
这是我怎么加我的绿党到GPU缓存处理(在这些功能中的任何未初始化变量位于“.H”)
bool CVertexBuffer::IncreaseVerts(const unsigned int uiNumVerts)
{
//create our increase by value
unsigned uiIncrement = (uiNumVerts/BUFFER_INCREASE_SIZE) * BUFFER_INCREASE_SIZE + BUFFER_INCREASE_SIZE;
m_uiNumVerts += uiIncrement;
//bind to our buffer
void* buffer1;
if (GLEW_ARB_vertex_shader)
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, m_uiVertBufferHandle);
//make sure our buffer exists
buffer1 = glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_WRITE);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, m_uiVertBufferHandle);
//make sure our buffer exists
buffer1 = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
}
if(buffer1)
{
//collection of all our data
void* buffer2 = new char[ (m_uiNumVerts)*sizeof(VertexFormat) ];
memset(buffer2, 0, (m_uiNumVerts)*sizeof(VertexFormat));
memcpy(buffer2, buffer1, (m_uiNumVerts - uiIncrement)*sizeof(VertexFormat) );
//create a new buffer
//unsigned uiNewHandle;
if (GLEW_ARB_vertex_shader)
{
//allocate our new storage space, and store our data in there
glBufferDataARB(GL_ARRAY_BUFFER_ARB, (m_uiNumVerts*sizeof(VertexFormat)), buffer2, GL_DYNAMIC_READ);
//lock our buffer
//void* buffer2 = glMapBuffer(GL_ARRAY_BUFFER_ARB, GL_READ_WRITE);
//unlock our buffer2
//if(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB) == GL_FALSE)
// return false;
//}
//reset what we are bound to
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
}
else
{
//allocate our new storage space, and store our data in there
glBufferDataARB(GL_ARRAY_BUFFER_ARB, (m_uiNumVerts*sizeof(VertexFormat)), buffer2, GL_DYNAMIC_READ);
//reset what we are bound to
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
}
//delete our buffer
free(buffer2);
//Unmap our currently mapped buffer
glUnmapBuffer(GL_ARRAY_BUFFER);
return true;
}
unsigned int CVertexBuffer::AddVerts(const VERTEX_ANIMATED* pVerts, unsigned int iNumVerts)
{
//Save the location to copy to
unsigned int uiVertLocation = m_uiVertsUsed;
m_uiVertsUsed += iNumVerts;
if(m_uiVertsUsed > m_uiNumVerts)
{
IncreaseVerts(m_uiVertsUsed - m_uiNumVerts);
}
if(GLEW_ARB_vertex_program)
{
//bind the buffer we're gonna mess with
glBindBufferARB(GL_ARRAY_BUFFER_ARB, m_uiVertBufferHandle);
//get the pointer position where we can add verts
void* pPositionBuffer = glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_WRITE );
//now copy into our memory spot
//which we need to move to the right position
memcpy(((char*)pPositionBuffer) + (uiVertLocation*sizeof(VertexFormat)), pVerts, iNumVerts*sizeof(VertexFormat));
//now stop mapping
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
}
else
{
//bind the buffer we're gonna mess with
glBindBuffer(GL_ARRAY_BUFFER, m_uiVertBufferHandle);
//get the pointer position where we can add verts
void* pPositionBuffer = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
//now copy into our memory spot
//which we need to move to the right position
memcpy(((char*)pPositionBuffer) + (uiVertLocation*sizeof(VertexFormat)), pVerts, iNumVerts*sizeof(VertexFormat));
//now stop mapping
glUnmapBuffer(GL_ARRAY_BUFFER);
}
return uiVertLocation;
}
我假设我的错误来自于我如何初始化我的数据或如何将数据传递给着色器。
下面是一个简单的调用我的着色器程序创建它需要在一个顶点着色器文件名,然后碎片着色器文件名称为希望如“位置,法线,texCoords”
被指定主要变量的变量CreateProgram("animTriangle.vp",
"animTriangle.fp",
5,
VERTEX_ATTRIB, "vVertexPos",
NORMAL_ATTRIB, "vVertexNormal",
TEXTURE_COORD_ATTRIB0, "vTexCoord",
COLOR_ATTRIB, "vBlendWeights",
COLOR2_ATTRIB, "vBoneIndices");
在侧
这个功能我做了参数解析已创建和编译的着色器程序
//make sure to use our program to setup our handles
glUseProgram(m_uiProgramHandle);
//start from this parameter
va_start(parseList, szFragmentShaderName);
//read in number of variables if any
uiNum = va_arg(parseList, unsigned);
//for loop through our attribute pairs
int enumType = 0;
for(unsigned x = 0; x < uiNum; ++x)
{
//specify our attribute locations
enumType = va_arg(parseList, int);
char* name = va_arg(parseList, char*);
glBindAttribLocation(m_uiProgramHandle, enumType, name);
}
//end our list parsing
va_end(parseList);
这里以后就是我的变量列表在我的顶点着色器的开始
in vec3 vVertexPos; // position
in vec3 vVertexNormal; // normal
in vec2 vTexCoord; // texture coordinate....
in vec4 vBlendWeights; // the weights pull of the related bone
in ivec4 vBoneIndices; // the indicators of which bones we are influenced by
这里是我的顶点步幅
//set which vertices we will be using
glBindBuffer(GL_ARRAY_BUFFER, m_uiVertBufferHandle);
//enable these vertex attributes
glEnableVertexAttribArray(VERTEX_ATTRIB);
glEnableVertexAttribArray(NORMAL_ATTRIB);
glEnableVertexAttribArray(TEXTURE_COORD_ATTRIB0);
glEnableVertexAttribArray(COLOR_ATTRIB);
glEnableVertexAttribArray(COLOR2_ATTRIB);
//specify our vertex attribute
glVertexAttribPointer(VERTEX_ATTRIB, 3, GL_FLOAT, GL_FALSE, sizeof(VERTEX_ANIMATED), BUFFER_OFFSET(0));
//specify our normal attribute
glVertexAttribPointer(NORMAL_ATTRIB, 3, GL_FLOAT, GL_FALSE, sizeof(VERTEX_ANIMATED), BUFFER_OFFSET(12));
//specify our texture attribute
glVertexAttribPointer(TEXTURE_COORD_ATTRIB0, 2, GL_FLOAT, GL_FALSE, sizeof(VERTEX_ANIMATED), BUFFER_OFFSET(24));
//specify our bone weight attribute location
glVertexAttribPointer(COLOR_ATTRIB, 4, GL_FLOAT, GL_FALSE, sizeof(VERTEX_ANIMATED), BUFFER_OFFSET(32));
//specify our bone indice attribute location
glVertexAttribPointer(COLOR2_ATTRIB, 4, GL_INT, GL_FALSE, sizeof(VERTEX_ANIMATED), BUFFER_OFFSET(48));
现在我可以加载静态模型就好了。当我加载我的动画模型时,我会看到模型的一半或模型的一半,而在那一半上缺少一些块。之前我曾与DirectX一起工作过,当我正确地读取缓冲区时,我只遇到过这个问题。
如果你们想要更多信息,请告诉我。我一直在这个奇怪的问题上差不多两个星期,真的很想知道我的问题。
你如何将骨骼矩阵传递给着色器? –
在着色器中看起来像这样 / uniform mat4 mAnimPose [40]; / 在在.cpp这是我如何将它传递 / glUniformMatrix4fv(glGetUniformLocation(pCurShader-> GetShaderProgramHandle(), “mAnimPose”),pCurBones.size(),GL_FALSE,(浮子*)(&pCurBones [0]) ); / 但目前在着色器中,我不使用它们只是为了测试模型的其余部分,所以我基本上只设置矩阵乘以矩阵工作的模型视图投影矩阵,因为它是我在静态模型中使用的矩阵着色器 –
对不起,我对这个堆栈溢出评论代码语法不太好X_X –