GLSL将有效的glm :: mat4矩阵转换为nan矩阵

问题描述 投票:-1回答:1

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?

c++ opengl glsl glm-math opengl-3
1个回答
0
投票

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?

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