我遵循教程http://www.mbsoftworks.sk/tutorials/opengl3/,并尝试编译第10个示例。
除了我发送(投影矩阵mul modelview矩阵)到着色器的地方之外,一切正常。
有发送矩阵的地方:
//...
// render.cpp
glm::mat4 projectionMatrix = *(oglControl->getProjectionMatrix());
glm::mat4 cam = glm::translate(mModelView, cCamera.vEye);
auto newM = projectionMatrix * cam;
spDirectionalLight.setUniform("projectionMatrixMulModelViewMatrix",&newM);
//...
//...
// setUniform implementation
void CShaderProgram::setUniform(string sName, glm::mat4* mMatrices, int iCount)
{
int iLoc = glGetUniformLocation(uiProgram, sName.c_str());
glUniformMatrix4fv(iLoc, iCount, FALSE, (GLfloat*)mMatrices);
}
//...
并且最后,mMatrices包含]。
着色器代码
#version 330 core
uniform mat4 projectionMatrixMulModelViewMatrix;
uniform mat4 normalMatrix;
layout (location = 0) in vec3 inPosition;
layout (location = 1) in vec2 inCoord;
layout (location = 2) in vec3 inNormal;
out vec2 texCoord;
smooth out vec3 vNormal;
void main()
{
gl_Position = projectionMatrixMulModelViewMatrix*vec4(inPosition, 1.0);
texCoord = inCoord;
vec4 vRes = normalMatrix*vec4(inNormal, 0.0);
vNormal = vRes.xyz;
}
结果为黑屏。 Renderdoc调试器告诉我,gl_position矩阵完全为NaN。Renderdoc screeenshot
当我发送glm :: mat4(1)时,我得到了有效的结果。
为什么乘法着色器获得了NaN向量?
似乎VS2017欺骗了我。我还没有在代码内部初始化矩阵:
glm::mat4 mModelView = cCamera.look();
glm::mat4 CFlyingCamera::look()
{
glm::mat4 result = glm::mat4(1.0f);
result = glm::lookAt(vEye, vView, vUp);
return result;
}
这是我的错
void CFlyingCamera::update()
{
// Change camera view direction
rotateWithMouse();
// Get view direction
glm::vec3 vMove = vView-vEye;
vMove = glm::normalize(vMove);
vMove *= fSpeed;
// Get normal to view direction vector
glm::vec3 vStrafe = glm::cross(vView-vEye, vUp);
vStrafe = glm::normalize(vStrafe);
vStrafe *= fSpeed;
int iMove = 0;
////
////
///// ERROR HERE, vMoveBy isn't initialized
glm::vec3 vMoveBy;
/////
////
////
// Get vector of move
if(Keys::key(iForw))vMoveBy += vMove*appMain.sof(1.0f);
if(Keys::key(iBack))vMoveBy -= vMove*appMain.sof(1.0f);
if(Keys::key(iLeft))vMoveBy -= vStrafe*appMain.sof(1.0f);
if(Keys::key(iRight))vMoveBy += vStrafe*appMain.sof(1.0f);
vEye += vMoveBy; vView += vMoveBy;
}
但是调试器仍然给了我有效的矩阵。你知道为什么会这样吗?