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我有一個關於交織的vbo的問題。我有一個看起來像這樣交錯VBO與COORDS,法線和顏色
struct VertexData{
float x,y,z; //vertex coordinates
float normalx,normaly,normalz; //vertex normal
float cx,cy,cz; //vertex color
};
的結構,並且這是我創造我的VBO,VAO,IBO:
//creat OpenGL objects to use in drawing
unsigned int gl_vertex_array_object, gl_vertex_buffer_object, gl_index_buffer_object;
//vertex array object
glGenVertexArrays(1, &gl_vertex_array_object);
glBindVertexArray(gl_vertex_array_object);
//vertex buffer object -> we hold the vertices
glGenBuffers(1,&gl_vertex_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, gl_vertex_buffer_object);
glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(VertexData), &vertices[0], GL_STATIC_DRAW);
//index buffer object -> we hold the index of vertex
glGenBuffers(1,&gl_index_buffer_object);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gl_index_buffer_object);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
//the connection between attributes, interleaved data
glEnableVertexAttribArray(0);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(VertexData),(void*)0); //send positions on pipe 0
glEnableVertexAttribArray(1);
glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,sizeof(VertexData),(void*)(sizeof(float)*3)); //send normals on pipe 1
glEnableVertexAttribArray(2);
glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,sizeof(VertexData),(void*)(3*sizeof(float)*3)); //send colors on pipe 2
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glNormalPointer(GL_FLOAT,sizeof(VertexData),(void*)(sizeof(float)*3));
glColorPointer(3,GL_FLOAT,sizeof(VertexData),(void*)(3*sizeof(float)*3));
vao = gl_vertex_array_object;
vbo = gl_vertex_buffer_object;
ibo = gl_index_buffer_object;
num_indices = indices.size();
如果我的VBO是VertexData的載體,它意味着它是交錯?我發送的數據是否正確?與步幅和抵消? 所有這些都在另一個班。這裏是我如何加載網格,並在主類中繪製它
//load
teren::loadTerrain("resurse\\heightmap.bmp","resurse\\heightmap_color.bmp",mesh_vao_ground, mesh_vbo_ground, mesh_ibo_ground, mesh_num_indices_ground,20);
//draw
glUniformMatrix4fv(glGetUniformLocation(gl_program_shader_curent, "model_matrix"),1,false,glm::value_ptr(matrice_translatie));
glBindVertexArray(mesh_vao_ground);
glDrawElements(GL_TRIANGLES, mesh_num_indices_ground, GL_UNSIGNED_INT, 0);
我的地形繪製,但它有一個奇怪的着色。它有粉紅色和藍色,而且看起來不像從我得到我的頂點顏色的彩色圖像。這裏是我的gourard頂點着色器:
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec3 in_color;
uniform mat4 model_matrix, view_matrix, projection_matrix;
uniform vec3 light_position;
uniform vec3 eye_position;
uniform int material_shininess;
uniform float material_kd;
uniform float material_ks;
out vec3 light;
void main(){
gl_Position = projection_matrix*view_matrix*model_matrix*vec4(in_position,1.0);
float fDiffuseIntensity = material_kd * max(0.0, dot(normalize(in_normal), normalize(light_position)));
light = material_ks * in_color * fDiffuseIntensity;
}
而且我gourard片段着色器:
in vec3 light;
out vec4 out_color;
void main()
{
out_color = vec4(light,1.0);
}
我真的堅持現在。這是我的着色器或我的vbo /屬性等的問題,或者甚至兩者。 (PS:如果在頂點着色器中我改變爲light = in_color,那麼一切都是白色的)。我也有一個在地形上方旋轉的光源。這裏是正在發生的事情的照片: http://i44.tinypic.com/69j0cg.jpg