法線とau、vペアの両方をシェーダーに送信するのに問題があります。通常を削除すると、期待どおりに機能します。
編集 v_normalがv_coordを対象とした値を受け取っているようです。私はまだわかりません。 /編集
これが私の頂点です:
struct Vertex{
Vertex(vec3 const & v) : pos(v) {}
vec3 pos;
vec3 normal;
real u, v;
};
これは初期化コードです:
const int VERTEX_POS_INDX = 0;
const int VERTEX_NORMAL_INDX = 1;
const int VERTEX_TEXCOORD_INDX = 2;
const int VERTEX_POS_SIZE = 3;
const int VERTEX_NORMAL_SIZE = 3;
const int VERTEX_TEXCOORD_SIZE = 2;
GLuint vbo, ibo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sphere->vertices.size()*sizeof(Vertex), &sphere->vertices[0], GL_STATIC_DRAW);
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sphere->indices.size()*sizeof(unsigned short), &sphere->indices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray ( VERTEX_POS_INDX );
glEnableVertexAttribArray ( VERTEX_NORMAL_INDX );
glEnableVertexAttribArray ( VERTEX_TEXCOORD_INDX );
int offset = 0;
glVertexAttribPointer ( VERTEX_POS_INDX, VERTEX_POS_SIZE, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offset );
offset += VERTEX_POS_SIZE * sizeof(real);
glVertexAttribPointer ( VERTEX_NORMAL_INDX, VERTEX_NORMAL_SIZE, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offset );
offset += VERTEX_NORMAL_SIZE * sizeof(real);
glVertexAttribPointer ( VERTEX_TEXCOORD_INDX, VERTEX_TEXCOORD_INDX, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offset );
glBindAttribLocation ( programObject, VERTEX_POS_INDX, "a_position" );
glBindAttribLocation ( programObject, VERTEX_NORMAL_INDX, "a_normal" );
glBindAttribLocation ( programObject, VERTEX_TEXCOORD_INDX, "a_coord" );
頂点シェーダー:
precision highp float;
uniform mat4 u_mv;
uniform mat4 u_mvp;
uniform vec3 u_light;
uniform vec3 u_up;
attribute vec3 a_position;
attribute vec2 a_coord;
attribute vec3 a_normal;
varying vec2 v_coord;
varying vec3 v_normal;
void main() {
v_coord = a_coord;
v_normal = a_normal;
gl_Position = u_mvp * vec4(a_position, 1);
}
フラグメントシェーダー:
precision highp float;
uniform vec3 u_up;
varying vec3 v_normal;
varying vec2 v_coord;
precision highp float;
uniform vec3 u_up;
varying vec3 v_normal;
varying vec2 v_coord;
void main()
{
vec2 coord = v_coord;
vec3 normal = v_normal;
coord.x = mod(v_coord.x * 5.0, 1.0);
coord.y = mod(v_coord.y * 5.0, 1.0);
gl_FragColor = vec4 (
mod(coord.x*1.0,1.0),
mod(coord.y*1.0,1.0),
mod(normal.z*5.0,1.0)*0.0,
1.0 );
}