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我已经成功地通过着色器渲染具有颜色分量的原语,并且翻译它们。然而,在尝试通过着色器来加载纹理和渲染它的原始,原语毛刺,他们应该是正方形:OpenGL ES 2.0纹理加载视觉故障
正如你所看到的,它成功地加载,并与应用纹理颜色分量添加到场景中的单个基元。
如果我然后删除颜色分量,我又有原语,但奇怪的是,他们通过更改uvs来缩放 - 这不应该是这样,只有uvs应该缩放! (也是他们的起源偏移)
我着色器初始化代码:
void renderer::initRendererGfx()
{
shader->compilerShaders();
shader->loadAttribute(@"Position");
shader->loadAttribute(@"SourceColor");
shader->loadAttribute(@"TexCoordIn");
}
这里是我的对象处理机渲染功能代码:
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
}
}
}
这里是我的精灵缓冲初始化和绘制代码:
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);
}
这里是顶点着色器:
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);
}
如果你想看到某些元素的任何更多的细节,只是问。
非常感谢。
我做glDisable(GL_CULL_FACE),什么都没有发生。但glEnable(GL_CULL_FACE),我又得到一个模糊的故障 – GenericController
我也发现,如果我改变了我的顶点结构中的颜色成分,它改变了原始几何。他们可能混合起来了吗? – GenericController
你可以添加SpriteVertices定义吗? – crazyjul