我是一名关于OpenGL和GLSL的新学员。我正在编写一个程序,我想将一组数据存储在纹理中,并通过对顶点着色器中的纹理进行采样来获取数据。然后我想将数据设置为地形位置的y坐标。但我得到一个麻烦,它的失败,我不能得到正确的value___all在Y座标为0如何将数组存储到纹理中并正确采样顶点着色器中的纹理?
主要的代码如下:
GLuint terrainShader; // The perspective demonstration shader
GLint locMVP,locTex; // The location of the uniform in vertex shader
GLuint vao; // The VAO
GLuint vertexBuffer;
GLuint elementBuffer;
GLuint vertexTexture;
const int n=127;
float verteces[n*n*2];// vertex array
GLuint vIndexFine[(n-1)*2*n];//index array
GLsizei countFine[n-1];
GLvoid* offsetFine[n-1];
float *data=new float[n*n];
terrainShader = gltLoadShaderPairWithAttributes("terrain.vp", "terrain.fp", 1,
GLT_ATTRIBUTE_VERTEX, "vVertex");
locMVP = glGetUniformLocation(terrainShader, "mvpMatrix");
locTex = glGetUniformLocation(terrainShader, "vertexTexture");
//creat a terrain with size of n*n
for(int i=0;i<n;i++)
{
int sum=i*n;
for(int j=0;j<n;j++)
{
verteces[(sum+j)*2]=float(j);
verteces[(sum+j)*2+1]=float(i);
}
}
//initialize the index array
for(int i=0;i<n-1;i++)
{
if(i==0) //the first line
{
for(int j=0;j<n;j++)
{
vIndexFine[2*j]=j;
vIndexFine[2*j+1]=j+n;
}
}
else
{ //if it's not the first line,then just add n to get the indexes of new line
for(int k=0;k<2*n;k++)
{
vIndexFine[i*2*n+k]=vIndexFine[(i-1)*2*n+k]+n;
}
}
}
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(verteces), verteces, GL_STATIC_DRAW);
glVertexAttribPointer(GLT_ATTRIBUTE_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(GLT_ATTRIBUTE_VERTEX);
glGenBuffers(1, &elementBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(vIndexFine), vIndexFine, GL_STATIC_DRAW);
//initialize data array with random integers between 1 and 100
for(int i=0;i<n*n;i++)
data[i]=float(rand()%100)/100.0;
//creat a texture and store data
glGenTextures(1, &vertexTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, vertexTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, n,n, 0,GL_RED, GL_FLOAT, data);
//compute every trianglestrip's indexcount and offset
int temp=n*2*sizeof(GLuint);
for(int i=0;i<n-1;i++)
{
offsetFine[i]=(void*)(temp*i);
countFine[i]=GLsizei(n*2);
}
glUseProgram(terrainShader);
glUniform1i(locTex, 0);
modelViewMatrix.PushMatrix(viewFrame);
modelViewMatrix.Translate(-n/2.0, -10.0f, -n/2.0);
glUniformMatrix4fv(locMVP, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
glMultiDrawElements(GL_TRIANGLE_STRIP,countFine,GL_UNSIGNED_INT, (const GLvoid**)offsetFine,n-1);
modelViewMatrix.PopMatrix();
顶点着色器:
#version 410
uniform mat4 mvpMatrix;
uniform sampler2D vertexTexture;
in vec2 vVertex;
void main(void)
{
vec2 vTexCoords=vVertex/127.0;
float height = texture2DLod(vertexTexture, vTexCoords,0.0).x*100.0;
vec4 position=vec4(vVertex.x,height,vVertex.y,1.0);
gl_Position = mvpMatrix * position;
}
我认为这个错误必须是应用程序中存储数据的一部分,或者是从顶点着色器中的纹理获取数据的部分。真的可以为我指出吗?
尽管这个链接可能回答这个问题,但最好在这里包含答案的重要部分,并提供供参考的链接。如果链接页面更改,则仅链接答案可能会失效。 –
@Dave Cemmer好的,我明白了。 – Qingsong