Tra*_*ate 7 c++ opengl buffer uniform
我正在尝试使用统一缓冲区,但它不能按预期工作.我有两个统一的缓冲区,一个是照明,另一个是材料.问题是颜色不是它们应该是的,并且每次移动相机时颜色都会改变.当我使用普通制服时,这个问题不存在.这是照片,以显示我的意思:当使用统一缓冲区和使用正常制服时!
这是我的片段着色器:
#version 400 // Fragment Shader
uniform layout(std140);
in vec3 EyePosition;
in vec3 EyeNormal;
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D Texture;
uniform LightBlock
{
vec4 Position;
vec4 Intensity;
} Light;
uniform MaterialBlock
{
vec4 Ambient;
vec4 Diffuse;
} Material;
vec4 PointLight(in int i, in vec3 ECPosition, in vec3 ECNormal)
{
vec3 n = normalize(ECNormal);
vec3 s = normalize(Light.Position.xyz - ECPosition);
return Light.Intensity * (Material.Ambient + Material.Diffuse * max(dot(s, n), 0.0));
}
void main()
{
FragColor = texture(Texture, TexCoord);
FragColor *= PointLight(0, EyePosition, EyeNormal);
}
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我不确定我做的一切都是正确的,但这是我如何创建统一缓冲区:
glGenBuffers(1, &light_buffer);
glGenBuffers(1, &material_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, light_buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(LightBlock), nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, material_buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(MaterialBlock), nullptr, GL_DYNAMIC_DRAW);
GLuint program = Shaders.GetProgram();
light_index = glGetUniformBlockIndex(program, "LightBlock");
material_index = glGetUniformBlockIndex(program, "MaterialBlock");
glUniformBlockBinding(program, light_index, 0);
glUniformBlockBinding(program, material_index, 1);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, light_buffer);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, material_buffer);
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编辑:这是我填充缓冲区的方式:
// Global structures
struct LightBlock
{
Vector4 Position; // Vector4 is a vector class I made
Vector4 Intensity;
};
struct MaterialBlock
{
Vector4 Ambient;
Vector4 Diffuse;
};
// This is called for every object rendered
LightBlock Light;
Light.Position = Vector3(0.0f, 5.0f, 5.0f) * Camera.GetCameraMatrix();
Light.Intensity = Vector4(1.0f);
glBindBuffer(GL_UNIFORM_BUFFER, light_buffer);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightBlock), &Light);
MaterialBlock Material;
Material.Diffuse = Vector4(1.0f);
Material.Ambient = Material.Diffuse * Vector4(0.3f);
glBindBuffer(GL_UNIFORM_BUFFER, material_buffer);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(MaterialBlock), &Material);
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我也遇到了同样的问题,但仅限于 AMD(不是 NVIDIA)。有趣的是,这个问题只发生在改变视图矩阵时。
由于根据视图矩阵的变化我遇到了一个可重复的问题,因此我能够追踪到根本原因(进行艰苦的试验和错误)。当更改应用程序中的视图时,我会根据需要动态分配和释放一些 OpenGL 资源。在此过程中,对缓冲区 0 调用了 glDeleteBuffers()。如果我使用条件语句以免对缓冲区 0 调用 glDeleteBuffers,那么问题就会消失。
根据文档,缓冲区 0 将被glDeleteBuffers默默忽略。我的猜测是 AMD 驱动程序存在错误。
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