いくつかの頂点を Open GL ES ウィンドウにレンダリングしようとしています。GLDrawElements コマンドでプログラムがクラッシュし続けます。タイプGLFloatの頂点「bindPosition」、「bindNorml」、および「Index」にいくつかのVBOを渡そうとしています。
私のレンダリング方法へのリンクは次のとおりです。
- (void)render:(CADisplayLink*)displayLink {
glViewport(0, 0, self.frame.size.width, self.frame.size.height);
glClearColor(0.3, 0.5, 0.9, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
GLKMatrix4 modelView = GLKMatrix4Make(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, -10, -30, 1);
GLKMatrix4 projectionView = GLKMatrix4Make(3.6213202476501465, 0, 0, 0, 0, 2.4142136573791504, 0, 0, 0, 0, -1.0020020008087158, -1, 0, -24.142135620117188, 28.05805778503418, 30);
// Upload Transforms
glUniformMatrix4fv(_modelViewMatrixUniform, 1, 0, modelView.m);
glUniformMatrix4fv(_modelViewProjMatrixUniform, 1, 0, projectionView.m);
// Upload Bones
glUniformMatrix4fv(_bonesUniform, 1, 0, bones);
glBindBuffer(GL_ARRAY_BUFFER, _bindPositionBuffer);
glVertexAttribPointer(_VertexPositionAttribute, 3, GL_FLOAT, GL_FALSE, sizeof(bindPosition), 0);
glBindBuffer(GL_ARRAY_BUFFER, _bindNormalBuffer);
glVertexAttribPointer(_VertexNormalAttribute, 3, GL_FLOAT, GL_FALSE, sizeof(bindNormal), 0);
// 3
glBindBuffer(GL_ARRAY_BUFFER, _indexBuffer);
glDrawElements(GL_TRIANGLE_STRIP, sizeof(Index)/sizeof(Index[0]), GL_UNSIGNED_SHORT, 0);
[_context presentRenderbuffer:GL_RENDERBUFFER];
}
VBOS のセットアップ:
- (void)setupVBOs {
glGenBuffers(1, &_bindPositionBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _bindPositionBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(bindPosition), bindPosition, GL_STATIC_DRAW);
glGenBuffers(1, &_bindNormalBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _bindNormalBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(bindNormal), bindNormal, GL_STATIC_DRAW);
glGenBuffers(1, &_indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Index), Index, GL_STATIC_DRAW);
}
シェーダーのコンパイル:
- (void)compileShaders {
// 1
GLuint vertexShader = [self compileShader:@"SimpleVertex" withType:GL_VERTEX_SHADER];
GLuint fragmentShader = [self compileShader:@"SimpleFragment" withType:GL_FRAGMENT_SHADER];
// 2
GLuint programHandle = glCreateProgram();
glAttachShader(programHandle, vertexShader);
glAttachShader(programHandle, fragmentShader);
glLinkProgram(programHandle);
// 3
GLint linkSuccess;
glGetProgramiv(programHandle, GL_LINK_STATUS, &linkSuccess);
if (linkSuccess == GL_FALSE) {
GLchar messages[256];
glGetProgramInfoLog(programHandle, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"%@", messageString);
exit(1);
}
// 4
glUseProgram(programHandle);
// 5
// Uniform Locations
_bonesUniform = glGetUniformLocation(programHandle, "Bones[0]");
_modelViewMatrixUniform = glGetUniformLocation(programHandle, "ModelViewMatrix");
_modelViewProjMatrixUniform = glGetUniformLocation(programHandle, "ModelViewProjMatrix");
_textureUniform = glGetUniformLocation(programHandle, "Texture");
// Attribute Locations
_VertexBoneWeightAttribute = glGetAttribLocation(programHandle, "VertexBoneWeight");
_VertexBoneIDAttribute = glGetAttribLocation(programHandle, "VertexBoneID");
_VertexTexCoord0Attribute = glGetAttribLocation(programHandle, "VertexTexCoord0");
_VertexNormalAttribute = glGetAttribLocation(programHandle, "VertexNormal");
_VertexPositionAttribute = glGetAttribLocation(programHandle, "VertexPosition");
// Enable vertex pointers
glEnableVertexAttribArray(_VertexBoneWeightAttribute);
glEnableVertexAttribArray(_VertexBoneIDAttribute);
glEnableVertexAttribArray(_VertexTexCoord0Attribute);
glEnableVertexAttribArray(_VertexNormalAttribute);
glEnableVertexAttribArray(_VertexPositionAttribute);
}
ここに私のシェーダーへのリンクがあります:
attribute vec3 VertexPosition;
attribute vec3 VertexNormal;
attribute vec2 VertexTexCoord0;
attribute vec4 VertexBoneID;
attribute vec4 VertexBoneWeight;
uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewProjMatrix;
uniform vec4 Bones[222];
varying vec3 Normal;
varying vec2 TexCoord0;
void main(void)
{
TexCoord0 = VertexTexCoord0;
// Build 4x3 skinning matrix.
vec4 r0 = Bones[int(VertexBoneID.x) * 3 + 0] * VertexBoneWeight.x;
vec4 r1 = Bones[int(VertexBoneID.x) * 3 + 1] * VertexBoneWeight.x;
vec4 r2 = Bones[int(VertexBoneID.x) * 3 + 2] * VertexBoneWeight.x;
r0 += Bones[int(VertexBoneID.y) * 3 + 0] * VertexBoneWeight.y;
r1 += Bones[int(VertexBoneID.y) * 3 + 1] * VertexBoneWeight.y;
r2 += Bones[int(VertexBoneID.y) * 3 + 2] * VertexBoneWeight.y;
r0 += Bones[int(VertexBoneID.z) * 3 + 0] * VertexBoneWeight.z;
r1 += Bones[int(VertexBoneID.z) * 3 + 1] * VertexBoneWeight.z;
r2 += Bones[int(VertexBoneID.z) * 3 + 2] * VertexBoneWeight.z;
r0 += Bones[int(VertexBoneID.w) * 3 + 0] * VertexBoneWeight.w;
r1 += Bones[int(VertexBoneID.w) * 3 + 1] * VertexBoneWeight.w;
r2 += Bones[int(VertexBoneID.w) * 3 + 2] * VertexBoneWeight.w;
// Skin and transform position.
float px = dot(r0, vec4(VertexPosition, 1.0));
float py = dot(r1, vec4(VertexPosition, 1.0));
float pz = dot(r2, vec4(VertexPosition, 1.0));
gl_Position = ModelViewProjMatrix * vec4(px, py, pz, 1.0);
/* Skin and transform normal into view-space. We assume that the modelview matrix
doesn't contain a scale. Should pass pass in the inverse-transpose really. */
float nx = dot(r0, vec4(VertexNormal, 0.0));
float ny = dot(r1, vec4(VertexNormal, 0.0));
float nz = dot(r2, vec4(VertexNormal, 0.0));
Normal = normalize((ModelViewMatrix * vec4(nx, ny, nz, 0.0)).xyz);
}
フラグ シェーダー:
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D Texture;
varying vec3 Normal;
varying vec2 TexCoord0;
void main(void)
{
// Ambient term.
vec3 lighting = vec3(0.5,0.5,0.5) * 0.7;
/* Very cheap lighting. Three directional lights, one shining slighting upwards to illuminate
underneath the chin, and then one each shining from the left and right. Light directional
are in view-space and follow the camera rotation by default. */
lighting += dot(Normal, normalize(vec3( 0.0, -0.2, 0.8))) * vec3(0.8, 0.8, 0.6) * 0.6; // Shines forwards and slightly upwards.
lighting += dot(Normal, normalize(vec3(-0.8, 0.4, 0.8))) * vec3(0.8, 0.8, 0.6) * 0.4; // Shines forwards and from left to right.
lighting += dot(Normal, normalize(vec3( 0.8, 0.4, 0.8))) * vec3(0.8, 0.8, 0.6) * 0.4; // Shines forwards and from right to left.
//gl_FragColor = vec4(Normal * 0.5 + vec3(0.5), 1.0);
gl_FragColor = vec4(texture2D(Texture, TexCoord0).xyz * lighting, 1.0);
}
私のrenderメソッドで私が間違ったことを誰かが見ることができますか?