2012-01-10 84 views
0

好的我有这个程序。 (并不是所有的代码都显示出来),基本上可以画出一个球体,但是当我试图将一个统一的变量传递给顶点着色器时,问题就出现了。 我只有3个文件。 Sphere.cpp,Sphere.h,main.cpp和c的顶点/片段着色器。OpenGL中非常奇怪的顶点着色器行为

这里是我的代码怎么一回事:

首先我做的所有必要的计算和存储点到顶点数组。 后来我把这个(在main.cpp中):

void SetupGemetry() { 

    //Allocate 5 VBOs 
    glGenBuffers(5, vbo); 

    } 

这是相当直盼着。

其次,我把这个(在main.cpp中):

Sphere *planet_1 = new Sphere(sphere_start ,sphere_end); 

这又是相当平直盼着。 现在注意到所有的球体代码都位于不同的文件中(在Sphere.cpp中)。 这就是:

#include <stdlib.h> 
#include <stdio.h> 
#include <string.h> 
#include <stddef.h> 
#include <GL/glew.h> 
#include <GL/glfw.h> 
#include <glm/glm.hpp> 
#include <glm/gtc/matrix_transform.hpp> 
#include <glm/gtc/type_ptr.hpp> 
#include <stdlib.h> 
#include <vector> 
#include <iostream> 

#include "Sphere.h" 

int start_sphere, end_sphere; 

//these will contain the vertex and shader contents 
GLchar *sphere_vertexsource, *sphere_fragmentsource; 
//this will be used to access the shaders 
GLuint sphere_vertexshader, sphere_fragmentshader; 
//declaring a shader program 
GLuint sphere_shaderprogram; 

Sphere::Sphere (int a, int b) 
{ 
    start_sphere = a; 
    end_sphere = b; 
    SetupShaders_sphere(); 
} 

//reading hte files (shaders)! 
char* Sphere::filetobuf_sphere(char *file) 
{ 
    FILE *fptr; 
    long length; 
    char *buf; 

    fptr = fopen(file, "r"); /* Open file for reading */ 
     if (!fptr) /* Return NULL on failure */ 
     return NULL; 
    fseek(fptr, 0, SEEK_END); /* Seek to the end_sphere of the file */ 
    length = ftell(fptr); /* Find out how many bytes into the file we are */ 
    buf = (char*)malloc(length + 1); /* Allocate a buffer for the entire length of the file plus a null terminator */ 
    fseek(fptr, 0, SEEK_SET); /* Go back to the beginning of the file */ 
    fread(buf, length, 1, fptr); /* Read the contents of the file in to the buffer */ 
    fclose(fptr); /* Close the file */ 
    buf[length] = 0; /* Null terminator */ 
    return buf; /* Return the buffer */ 
} 

void Sphere::SetupShaders_sphere(void){ 

    // Read our shaders into the appropriate buffers 
    sphere_vertexsource = filetobuf_sphere("vertex_shader_sphere.vert"); 
    sphere_fragmentsource = filetobuf_sphere("fragment_shader_sphere.frag"); 

    //Assign our handles a "name" to new shader objects 
    sphere_vertexshader = glCreateShader(GL_VERTEX_SHADER); 
    sphere_fragmentshader = glCreateShader(GL_FRAGMENT_SHADER); 

    // Associate the source code buffers with each handle 
    glShaderSource(sphere_vertexshader, 1, (const GLchar**)&sphere_vertexsource, 0); 
    glShaderSource(sphere_fragmentshader, 1, (const GLchar**)&sphere_fragmentsource, 0); 

    //Setting them up by compiling, attaching and linking them! 
    glCompileShader(sphere_vertexshader); 
    glCompileShader(sphere_fragmentshader); 

    sphere_shaderprogram = glCreateProgram(); 
    glAttachShader(sphere_shaderprogram, sphere_vertexshader); 
    glAttachShader(sphere_shaderprogram, sphere_fragmentshader); 

    glBindAttribLocation(sphere_shaderprogram, 0, "in_Position"); 
    glBindAttribLocation(sphere_shaderprogram, 1, "in_Color"); 
    glBindAttribLocation(sphere_shaderprogram, 2, "in_vertexUV"); 

    glLinkProgram(sphere_shaderprogram); 
    glUseProgram(sphere_shaderprogram); 

    printf("Sphere Shaders Loaded!\n"); 

} 

void Sphere::render_sphere(int i, glm::vec3 center) 
{ 

    int position_factor; 
    GLfloat angle; 
    const double PI = 3.1415926535897; 
    GLfloat time, theta_angle, r, x_cord, z_cord, radius; 
    GLfloat period = 600; 

    angle = (GLfloat) (i/40 % 360); 
    time = (GLfloat) (i%600); 
    r= 1.5; 
    theta_angle = (2*PI*time)/period; 

    //PROJECTION 
    glm::mat4 Projection = glm::perspective(45.0f, 1.0f, 0.1f, 100.0f); 

    //VIEW 
    glm::mat4 View = glm::mat4(1.); 

    View = glm::translate(View, center); // x, y, z position ? 

    //View = glm::rotate(View, angle * -1.0f, glm::vec3(1.f, 0.f, 0.f)); 
    View = glm::rotate(View, angle * 0.5f, glm::vec3(0.f, 1.f, 0.f)); 
    //View = glm::rotate(View, angle * 0.5f, glm::vec3(0.f, 0.f, 1.f)); 

    //MODEL 
    // for scaling down to 0.5 >> glm::scale(glm::mat4(1.0f),glm::vec3(0.5f)); 
    // original >> glm::mat4(1.0); 
    glm::mat4 Model = glm::scale(glm::mat4(1.0f),glm::vec3(0.3f)); 

    //Rotation Calculations 
    if(theta_angle <= 2*PI || theta_angle >= 0) 
    { 
     x_cord = radius*cos(theta_angle); 
     z_cord = radius*sin(theta_angle); 

    } 

    glm::vec3 Position_test = glm::vec3(x_cord, 0.f, z_cord); 

    glUniform3fv(glGetUniformLocation(sphere_shaderprogram, "d_pos"), 1, glm::value_ptr(Position_test)); 

    glm::mat4 MVP = Projection * View * Model; 
    glUniformMatrix4fv(glGetUniformLocation(sphere_shaderprogram, "MVP_matrix"), 1, GL_FALSE, glm::value_ptr(MVP)); 

    //Transfer additional information to the vertex shader 
    //glm::mat4 MV = Model * View; 
    //glUniformMatrix4fv(glGetUniformLocation(sphere_shaderprogram, "MV_matrix"), 1, GL_FALSE, glm::value_ptr(MV)); 

    glClearColor(0.0, 0.0, 0.0, 1.0); 

    glDrawArrays(GL_LINE_STRIP, start_sphere, end_sphere); 

} 

三我有一个 “while” 循环,我打电话(在main.cpp中):

while(running) 
    { 

      //glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

       setBuffer(0,no_sphere_vertices, sphere_vertices); 
       planet_1->render_sphere(k, planet_1_center); 

      k++; 
      glfwSwapBuffers(); 
      running = !(glfwGetKey(GLFW_KEY_ESC) | glfwGetKey('Q') | glfwGetKey('q')) && glfwGetWindowParam(GLFW_OPENED); 
    } 

这就是它!

现在的问题是在这些线(在Sphere.cpp):

glm::vec3 Position_test = glm::vec3(x_cord, 0.f, z_cord); 

    glUniform3fv(glGetUniformLocation(sphere_shaderprogram, "d_pos"), 1, glm::value_ptr(Position_test)); 

而且顺便说一句我的顶点着色器是这样的简单:

#version 330 
precision highp float; 

//setting the in coming variables! 
layout(location = 0) in vec3 in_Position; //declare position 
layout(location = 1) in vec3 in_Color; 
layout(location = 2) in vec3 in_vertexUV; 

//Variables 
uniform mat4 MVP_matrix; //Model View Projection Matrix 
uniform vec3 d_pos; // the position difference 

vec3 const_color; //a blue constant color declared below 

out vec3 ex_Color; 


void main(void) { 


     gl_Position = MVP_matrix * vec4(in_Position+d_pos, 1.0); 
     const_color = in_Color; 
     ex_Color = const_color ; 


} 

另一个奇怪的是,如果将所有我的代码在一个SINGLE文件中,动画效果很好。但是,当我将代码保存在单独的文件中时,看起来顶点数据的“传递统一变量”不起作用,因此我只是得到一个不移动的球体。 我正在加载的东西在错误的顺序?

+0

你忘了提到什么问题。 – 2012-01-10 02:45:45

+0

我现在编辑了这个问题 – 2012-01-10 02:48:51

+0

你的意思是其他统一(矩阵)正确传递(所以你得到正确的投影球顶点),但不是'd_pos'?你可以存根着色器,只需将颜色设置为'd_pos'(当然,适当地转换为范围[0,1])? – 2012-01-10 02:54:40

回答

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A - 无论具体的问题,我想知道为什么你不移动基于模型矩阵的对象,你是基于d_pos制服。由于需要对“每个顶点”进行计算,因此它看起来是无用的“每顶点”操作:

vec4(in_Position + d_pos,1.0);

如果您要使用模型矩阵来执行移动操作,则计算将仅执行一次(在模型矩阵更改级别)。

B-我会建议您检查这项操作的输出,并检查输出

glGetUniformLocation(sphere_shaderprogram,“d_pos”)

C-检查glLinkProgram的输出,看看是否一切顺利在编译阶段