c – 将骨骼数据发送到glsl着色器
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好的,所以我能够加载一个带有顶点,纹理坐标和法线的基本模型,并且可以毫无问题地渲染它.
但是,当我尝试投入一些骨骼信息时,当我尝试在着色器中操作骨骼数据时,骨骼数据似乎正在被破坏(或其他什么?). 这是我加载和渲染数据到opengl的代码(设置着色器并发送视图矩阵,世界矩阵等在另一个类中完成): /*
* Mesh.cpp
*
* Created on: 2011-05-08
* Author: jarrett
*/
#include <boost/log/trivial.hpp>
#include "../common/utilities/AssImpUtilities.h"
#include "Mesh.h"
namespace glr {
namespace glw {
Mesh::Mesh(IOpenGlDevice* openGlDevice,const std::string path,std::vector< glm::vec3 > vertices,std::vector< glm::vec3 > normals,std::vector< glm::vec2 > textureCoordinates,std::vector< glm::vec4 > colors,std::vector<VertexBoneData > bones,BoneData boneData)
: openGlDevice_(openGlDevice),vertices_(vertices),normals_(normals),textureCoordinates_(textureCoordinates),colors_(colors),bones_(bones),boneData_(boneData)
{
BOOST_LOG_TRIVIAL(debug) << "loading mesh into video memory...";
// create our vao
glGenVertexArrays(1,&vaoId_);
glBindVertexArray(vaoId_);
// create our vbos
glGenBuffers(5,&vboIds_[0]);
glBindBuffer(GL_ARRAY_BUFFER,vboIds_[0]);
glBufferData(GL_ARRAY_BUFFER,vertices_.size() * sizeof(glm::vec3),&vertices_[0],GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0);
glBindBuffer(GL_ARRAY_BUFFER,vboIds_[1]);
glBufferData(GL_ARRAY_BUFFER,textureCoordinates_.size() * sizeof(glm::vec2),&textureCoordinates_[0],GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1,2,vboIds_[2]);
glBufferData(GL_ARRAY_BUFFER,normals_.size() * sizeof(glm::vec3),&normals_[0],GL_STATIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2,0);
std::cout << "SIZE: " << vertices_.size() << " " << sizeof(glm::ivec4) << " " << bones_.size() << " " << sizeof(VertexBoneData) << std::endl;
// Convert data into simple vectors,then send to OpenGL
std::vector< glm::ivec4 > boneIds = std::vector< glm::ivec4 >();
std::vector< glm::vec4 > weights = std::vector< glm::vec4 >();
for ( VertexBoneData& d : bones_ )
{
boneIds.push_back( d.boneIds );
weights.push_back( d.weights );
}
glBindBuffer(GL_ARRAY_BUFFER,vboIds_[3]);
glBufferData(GL_ARRAY_BUFFER,boneIds.size() * sizeof(glm::ivec4),&boneIds[0],GL_STATIC_DRAW);
glEnableVertexAttribArray(3);
glVertexAttribPointer(3,4,GL_INT,vboIds_[4]);
glBufferData(GL_ARRAY_BUFFER,weights.size() * sizeof(glm::vec4),&weights[0],GL_STATIC_DRAW);
glEnableVertexAttribArray(4);
glVertexAttribPointer(4,0);
// Disable our Vertex Array Object
//glEnableVertexAttribArray(0);
// Disable our Vertex Buffer Object
glBindVertexArray(0);
GlError err = openGlDevice_->getGlError();
if (err.type != GL_NONE)
{
// TODO: throw error
BOOST_LOG_TRIVIAL(error) << "Error loading mesh in opengl";
BOOST_LOG_TRIVIAL(error) << "OpenGL error: " << err.name;
}
else
{
BOOST_LOG_TRIVIAL(debug) << "Successfully loaded mesh.";
}
}
Mesh::~Mesh()
{
}
void Mesh::render()
{
glBindVertexArray(vaoId_);
glDrawArrays(GL_TRIANGLES,vertices_.size());
glBindVertexArray(0);
}
BoneData& Mesh::getBoneData()
{
return boneData_;
}
}
}
我的实际着色器是这样的: #version 150 core
struct Light {
vec4 ambient;
vec4 diffuse;
vec4 specular;
vec4 position;
vec4 direction;
};
in vec3 in_Position;
in vec2 in_Texture;
in vec3 in_Normal;
in ivec4 in_BoneIds;
in vec4 in_BoneWeights;
out vec2 textureCoord;
out vec3 normalDirection;
out vec3 lightDirection;
out float bug;
layout(std140) uniform Lights
{
Light lights[ 1 ];
};
void main() {
gl_Position = pvmMatrix * vec4(in_Position,1.0);
vec4 lightDirTemp = viewMatrix * lights[0].direction;
textureCoord = in_Texture;
//vec4 normalDirTemp = boneTransform * vec4(in_Normal,1.0);
//normalDirection = normalize(normalMatrix * normalDirTemp.xyz);
normalDirection = normalize(normalMatrix * in_Normal);
lightDirection = normalize(vec3(lightDirTemp));
// If we have any bugs,should highlight the vertex red or green
bug = 0.0;
float sum = in_BoneWeights[0] + in_BoneWeights[1] + in_BoneWeights[2] + in_BoneWeights[3];
if (sum > 1.5f)
bug = 1.0;
else if (sum < 0.95f)
bug = 2.0;
// disable bug highlighting
//bug = 0.0;
}
如果bug = 1.0,则顶点为红色,如果= = 2.0,则顶点为绿色.我看到所有的顶点现在都是红色的,这意味着总和大于1.5f. 我已经确认每组权重的总和实际上是<= 1.0f ...所以在世界中如何在着色器中不是这种情况? 有人看到任何明显我失踪的东西吗? 编辑:看起来我发现了问题 – 我没有在任何变量上调用glBindAttribLocation – 添加后: glBindAttribLocation(programId_,"in_Position");
glBindAttribLocation(programId_,1,"in_Texture");
glBindAttribLocation(programId_,"in_Color");
glBindAttribLocation(programId_,"in_BoneIds");
glBindAttribLocation(programId_,"in_BoneWeights");
我的着色器加载代码,它工作正常.奇怪的是 – 我没有必要为前3(位置,纹理和颜色)这样做,它工作得很好.但是当我添加骨骼信息时,我突然需要这个……为什么? 解决方法
您需要使用glVertexAttribIPointer(…)将数据提供给ivec< N>顶点属性.如果您认为在设置属性位置之前遇到“损坏”,请等到您在着色器中编写实际需要骨骼ID的代码…这些值将毫无意义,因为您使用了错误的API调用来关联属性具有特定绑定位置的数据.
glVertexAttribPointer(…)变体在获取GL_INT数据类型时没有问题,但它会将其转换为浮点(并且它可以在过程中规范化定点值,因此额外的参数).因此,期望该变体将数据提供给vec< N>.顶点属性,而不是ivec< N>. 更简洁地说,对整数顶点属性使用glVertexAttribIPointer,对浮点使用glVertexAttribPointer. (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |
