OpenGL在显示多个对象的同时显示白屏

问题描述

我试图在一个简单的多维数据集上实现法线贴图,但是由于我的法线遇到麻烦,我想尝试使用几何着色器显示它们。在learnopengl教程之后,它基本上调用两次mesh.render(),第一次绘制模型,第二次显示法线。当我尝试做同样的事情时,我会得到这个

First_screenshot

Second_screenshot

这个立方体看起来很漂亮,但是它前面有一个奇怪的白色矩形,我不知道为什么。我不知道这是图形问题还是几何着色器,所以我将两者都发布。

我的代码


glutdisplayFunc(MyRenderScene);    
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW);

glGenVertexArrays(1,&global.gVAO); 
glGenBuffers(1,&global.VBO);
glBindVertexArray(global.VAO);
glBindBuffer(GL_ARRAY_BUFFER,global.VBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);

glGenBuffers(1,&global.IBO);    
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,global.IBO);    
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indices),indices,GL_STATIC_DRAW);

glGenVertexArrays(1,&global.gVBO);
glBindVertexArray(global.gVAO);
glBindBuffer(GL_ARRAY_BUFFER,global.gVBO);
glBufferData(GL_ARRAY_BUFFER,&global.gIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,global.gIBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,GL_STATIC_DRAW);

在这里,我基本上是将相同的结构传递给两个缓冲区。 缓冲区以全局结构进行存储。

这是MyRenderScene():

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

global.shaders.enable(); // gluseProgram
global.shaders.set_sampler(0); // setting textures
global.shaders.set_sampler(1);

global.sceneT.set_camera(
    global.camera.position(),global.camera.lookat(),global.camera.up()
);

glm::mat4 model = glm::mat4(1.0f);
glm::vec3 vaxis = glm::vec3(0.0,1.0,0.0);
glm::vec3 haxis = glm::vec3(1.0,0.0,0.0);
model = glm::rotate(model,glm::radians(global.gradX),haxis);
model = glm::rotate(model,glm::radians(global.gradY),vaxis);
glm::mat4 projection = glm::perspective(glm::radians(40.0f),(float)global.WINDOW_WIDTH/(float)global.WINDOW_HEIGHT,0.1f,100.0f);
glm::mat4 view = glm::lookAt(global.camera.position(),global.camera.lookat()+ global.camera.position(),global.camera.up());

global.shaders.set_model(model);
global.shaders.set_view(view);
global.shaders.set_projection(projection);
global.shaders.set_viewPos(global.camera.position());
global.shaders.set_lightPos(lightPos);
global.shaders.update_uniforms();

glBindVertexArray(global.VAO);   

glEnabLevertexAttribArray(0);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),reinterpret_cast<GLvoid*>(offsetof(struct Vertex,position)));
glEnabLevertexAttribArray(1);
glVertexAttribPointer(1,2,textcoord)));
glEnabLevertexAttribArray(2);
glVertexAttribPointer(2,normal)));
glEnabLevertexAttribArray(3);
glVertexAttribPointer(3,tangent)));

glBindBuffer(GL_ARRAY_BUFFER,global.VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,global.IBO);

global.brickwall.Bind(GL_TEXTURE0+0); // binding textures
global.brickwall_normals.Bind(GL_TEXTURE0+1);

glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0);

glBindVertexArray(0);

gldisabLevertexAttribArray(0);
gldisabLevertexAttribArray(1);
gldisabLevertexAttribArray(2);
gldisabLevertexAttribArray(3);

global.geometryShader.enable(); // setting up geometry shader
global.geometryShader.set_projection(projection);
global.geometryShader.set_model(model);
global.geometryShader.set_view(view);
global.geometryShader.update_uniforms();

glBindVertexArray(global.gVAO);

glEnabLevertexAttribArray(0);
glVertexAttribPointer(0,global.gVBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,global.gIBO);
  
glDrawElements(GL_TRIANGLES,0);

glBindVertexArray(0);
gldisabLevertexAttribArray(0);
gldisabLevertexAttribArray(1);
gldisabLevertexAttribArray(2);
gldisabLevertexAttribArray(3);

glutSwapBuffers();

glutPostRedisplay();***

我什至尝试调用相同的vertexArrays和vertexArrayBuffer,但得到相同的结果。 这是顶点着色器:


#version 330 core

layout (location = 0) in vec3 position;
layout (location = 1) in vec2 textcoord;
layout (location = 2) in vec3 normal;
layout (location = 3) in vec3 tangent; 

out VS_OUT {
    vec3 newnormal;
} vs_out;

uniform mat4 view;
uniform mat4 model;

void main() {
    mat3 normalMatrix = mat3(transpose(inverse(view * model)));
    newnormal = vec3(vec4(normalMatrix * normal,0.0));
    gl_Position = view * model * vec4(position,1.0);
}

和geometryShader:

#version 330 core

layout (triangles) in;
layout (line_strip,max_vertices = 6) out;

in VS_OUT {
    vec3 newnormal;
} gs_in[];

const float MAGNITUDE = 0.2;

uniform mat4 projection;

void GenerateLine(int index) {
    gl_Position = projection * gl_in[index].gl_Position;
    EmitVertex();
    gl_Position = projection * (gl_in[index].gl_Position + vec4(gs_in[index].newnormal,0.0) * MAGNITUDE);
    EmitVertex();
    EndPrimitive();
}

void main() {
    GenerateLine(0); // first vertex normal
    GenerateLine(1); // second vertex normal
    GenerateLine(2); // third vertex normal
}

请随时纠正我所有可能的和可能的事情。

解决方法

该问题的原因是带有几何着色器的着色器程序无法编译或链接。因此,将通过默认着色器程序而不是带有几何着色器的程序来绘制几何。

(至少)顶点着色器中存在一个错误:

newNormal = vec3(vec4(normalMatrix * normal,0.0));

vs_out.newNormal = vec3(vec4(normalMatrix * normal,0.0));

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