我有一个程序来呈现面几何,然后在相同的OpenGL上下文中将数据绘制在几何图形的顶部。当VBO定义面三角形及其相关颜色时,所有的操作都是按预期进行的,但是用户已经请求将所有的几何顶点设置为单一颜色(GUI切换)。
有没有任何方法可以做到这一点,而不进入和设置的颜色部分的VBO为该颜色?只是看起来效率很低,但是我从几个小时的谷歌搜索到工作都找不到任何东西。
使用C++,QT6+
破片着色机
#version 150 core
#ifdef GL_ES
// Set default precision to medium
precision mediump int;
precision mediump float;
#endif
in vec3 Color;
out vec4 outColor;
void main()
{
outColor = vec4(Color,1.0f);
}顶点着色器
#version 150 core
#ifdef GL_ES
// Set default precision to medium
precision mediump int;
precision mediump float;
#endif
uniform mat4 mvp_matrix;
attribute vec4 a_position;
attribute vec2 a_texcoord;
varying vec2 v_texcoord;
attribute vec3 color;
varying vec3 Color;
void main()
{
Color = color;
// Calculate vertex position in screen space
gl_Position = mvp_matrix * a_position;
// Pass texture coordinate to fragment shader
// Value will be automatically interpolated to fragments inside polygon faces
v_texcoord = a_texcoord;
}相关代码片段:
// initializing the buffers from vectors of structures
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Geometry
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Get a copy of the geometry to reference here
std::vector<storedGeometry::facetData> tGeom = gUseGeom.getGeom();
// Convert vector to array
storedGeometry::facetData* aGeom = tGeom.data();
// Transfer vertex data to VBO 0
geomBuf.bind();
geomBuf.allocate(aGeom, int(tGeom.size() * sizeof(storedGeometry::facetData)));
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Currents
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Get a copy of the currents data to reference here
std::vector<storedGeometry::facetData> tCurrents = gUseCurrents.getGeom();
// Convert vector to array
storedGeometry::facetData* aCurrent = tCurrents.data();
// Transfer vertex data to VBO 1
currentsBuf.bind();
currentsBuf.allocate(aCurrent, int(tCurrents.size() * sizeof(storedGeometry::facetData)));
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// drawing
// Get shader variable locations
int vertexLocation = program->attributeLocation("a_position");
int colorLocation = program->attributeLocation("color");
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Plot Geometry
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
if (bGeomVisible) {
geomBuf.bind();
program->enableAttributeArray(vertexLocation);
program->setAttributeBuffer(vertexLocation, GL_FLOAT, 0, 3, sizeof(QVector3D));
program->enableAttributeArray(colorLocation);
if (bCobbleSolid) { // Solid
// This is what I can't get to work ************************************
//program->setAttributeValue(colorLocation, 1.0, 1.0, 1.0);
program->setAttributeValue(colorLocation, QVector3D(1.0,1.0,1.0));
} else { // Cobble
program->setAttributeBuffer(colorLocation, GL_FLOAT, 3*sizeof(QVector3D), 3, sizeof(QVector3D));
}
// Set polygon/wiremesh or solid/filled mode based on fill/wire toggle
if (bFillWire) {
// Polygon = TRUE
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
} else {
// Filled = FALSE
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
}
// Draw geometry
glDrawArrays(GL_TRIANGLES, 0, gUseGeom.gSize() * 6);
}
// Debugging
//out << "gUseGeom.gSize(): " << gUseGeom.gSize() << Qt::endl;
// Draw cube geometry
//glDrawElements(GL_TRIANGLES, gUseGeom.gSize() * 3, GL_UNSIGNED_SHORT, 0);
//glDrawArrays(GL_TRIANGLES, 0, gUseGeom.gSize() * 6);
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Plot Currents
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
if (bCurrentsVisible) {
currentsBuf.bind();
program->enableAttributeArray(vertexLocation);
program->setAttributeBuffer(vertexLocation, GL_FLOAT, 0, 3, sizeof(QVector3D));
program->enableAttributeArray(colorLocation);
program->setAttributeBuffer(colorLocation, GL_FLOAT, 3*sizeof(QVector3D), 3, sizeof(QVector3D));
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glDrawArrays(GL_TRIANGLES, 0, gUseCurrents.gSize() * 6);
}发布于 2022-11-15 14:49:55
如果没有启用特定的顶点属性数组(使用glEnableVertexAttribArray),则该属性的值(对于所有呈现的顶点)将从当前顶点属性值中提取,这是由glVertexAttrib函数族定义的。
忘记禁用顶点属性数组,因此不使用当前的顶点属性值。您可以按以下方式修复它:
if (bCobbleSolid) { // Solid
program->disableAttributeArray(colorLocation);
program->setAttributeValue(colorLocation, QVector3D(1.0,1.0,1.0));
} else { // Cobble
program->enableAttributeArray(colorLocation);
program->setAttributeBuffer(colorLocation, GL_FLOAT, 3*sizeof(QVector3D), 3, sizeof(QVector3D));
}https://stackoverflow.com/questions/74438865
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