全面设置变换反馈(openGL)

Rav*_*ven 6 c++ opengl shader feedback glsl

GLSL 1.50,openGL 3.3.

我最近一直试图让我的转换反馈工作但没有成功.我仍然在glBeginTranformFeedback()之后收到错误,因为我没有找到任何完整的工作代码,我已经将我的知识与我找到的一些代码和文档相叠加,它现在应该运行良好,但我遗漏了一些东西.因此,如果任何人获得完整的代码(初始化缓冲区,设置,更新,渲染,回读),它将定义帮助,如果你不知道发生了什么,你可以看看我的代码.我排除了一些基准测试,处理窗口及其创建:

int main()
{
    bool fullsize = false, paused = false; 
    std::string caption = "Tester";

    GLuint dataVAO,speedUpdateVBO,dataVBO;
    std::vector<vector3f> dataW;

    // Create the main rendering window

    init(); //just some camera commands

    UniShader shader; //my shader class keeps everything together
    shader.init();
    shader.addShader("test.vert");
    shader.addShader("test.frag");
    shader.newAttributeVariable("speed");
    shader.newFeedbackVarying("sp");
    shader.linkShader();
    shader.use();

    //init some data
    dataW.push_back(vector3f(0,1,0));

    //creating VAO
    glGenVertexArrays(1,&dataVAO);
    glBindVertexArray(dataVAO);
    //creating VBO
    glGenBuffers(1,&dataVBO);
    glBindBuffer(GL_ARRAY_BUFFER,dataVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vector3f), 0, GL_DYNAMIC_DRAW);
    glVertexAttribPointer(shader.getAttributeIndex("speed"), 3, GL_FLOAT, GL_FALSE, 0, 0);

    glGenBuffers(1, &speedUpdateVBO);
    glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, speedUpdateVBO);
    glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(vector3f), NULL, GL_DYNAMIC_COPY);
    glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, speedUpdateVBO); 
    glBindVertexArray(0);


    while (App.IsOpened())
    {
            App.SetActive();
        benchP = Clock.GetElapsedTime();

        //update calls
        if(!paused)
            //update
        benchU = Clock.GetElapsedTime();

        //render calls
        glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glColor3f(0.6f,0.7f,0.7f);

    GLuint query;
    GLuint count = 0;

    glGenQueries(1, &query);

    glEnableVertexAttribArray(shader.getAttributeIndex("speed"));

    glBindVertexArray(dataVAO);

    glBindBuffer(GL_ARRAY_BUFFER,dataVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vector3f)*dataW.size(), &dataW[0], GL_DYNAMIC_DRAW);
    glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, speedUpdateVBO);
    glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(vector3f)*dataW.size(), NULL, GL_DYNAMIC_COPY);

    glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, speedUpdateVBO); 
    glEnable(GL_RASTERIZER_DISCARD);
    glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, query);
    printOglError(); //Until this everything OK, I think
    glBeginTransformFeedback(GL_POINTS); 
    printOglError(); //This one prints out Invalid Value

    glDrawArrays(GL_POINTS,0,dataW.size());

    glEndTransformFeedback();
    glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN); 
    glDisable(GL_RASTERIZER_DISCARD);

    //retrieve updated data
    glGetQueryObjectuiv(query, GL_QUERY_RESULT, &count); //count is 0 -> nothing happend

    glBindVertexArray(0);
    glDisableVertexAttribArray(shader.getAttributeIndex("speed"));

    glDeleteQueries(1, &query);

    App.Display();
    //some other benchmark stuff
}
Run Code Online (Sandbox Code Playgroud)

着色器:vert

#version 150 core
in vec3 speed;

varying vec3 sp;

const float gravity_constant = 9.81f;

void main(){
    sp = speed;
    sp += vec3(0,-gravity_constant,0);
}
Run Code Online (Sandbox Code Playgroud)

FRAG

#version 150 core
varying vec3 sp;

void main (void)
{
    vec3 c = sp;
    gl_FragColor = vec4(c,1.0);
}
Run Code Online (Sandbox Code Playgroud)

片段着色器仅用于GLSL优化.如果不使用sp,GLSL会清除它.可能存在一些小错误,因为我从更大的代码中提取了这个错误,并且多个变化也会失败.

小智 5

看看OpenGL 示例包。您可能对 ogl-330-transform-feedback.cpp 和 ogl-400-transform-feedback-object.cpp 感兴趣。您甚至可以检查2011 年 1 月的 OpenGL 驱动程序状态,是否最新的驱动程序与提供的示例有任何问题。

祝你好运。