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OpenGL SSBO实例_Opengl_Vertex Shader_Compute Shader_Geometry Instancing_Ssbo - Fatal编程技术网

OpenGL SSBO实例

OpenGL SSBO实例,opengl,vertex-shader,compute-shader,geometry-instancing,ssbo,Opengl,Vertex Shader,Compute Shader,Geometry Instancing,Ssbo,绑定一个SSBO并通过gl_InstanceID访问它似乎是可行的,但是我得到了这些非常奇怪的位置工件,我不确定它们来自哪里 我生成随机位置的方法非常标准,我还用一些调试行测试了这些位置。但是当我在顶点着色器中添加它们时,它们不匹配 glm::fvec3 offset{ glm::sphericalRand(500.f) }; shader.vert struct Transform { vec3 position; vec3 rotation; vec3 scale; mat

绑定一个SSBO并通过gl_InstanceID访问它似乎是可行的,但是我得到了这些非常奇怪的位置工件,我不确定它们来自哪里

我生成随机位置的方法非常标准,我还用一些调试行测试了这些位置。但是当我在顶点着色器中添加它们时,它们不匹配

glm::fvec3 offset{ glm::sphericalRand(500.f) };
shader.vert

struct Transform
{
  vec3 position;
  vec3 rotation;
  vec3 scale;
  mat4 transform;
};

layout (std430, binding = 0) buffer TransformBuffer
{
  Transform transforms[];
};

layout (location = 0) in vec3 lPosition;

void main()
{
  gl_Position = uProjection * uView * vec4(lPosition + transforms[gl_InstanceID].position, 1.f);
}
struct Transform
{
  float position[3];
  float rotation[3];
  float scale[3];
};
代码.cpp

struct Transform
{
  glm::fvec3 mPosition {};
  glm::fvec3 mRotation {};
  glm::fvec3 mScale    {};
  glm::fmat4 mTransform{};
};

glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo); 
glBufferData(GL_SHADER_STORAGE_BUFFER, 10000 * sizeof(Transform), pStorageData, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);

glUseProgram(pid);
glBindVertexArray(vao);
glDrawElementsInstanced(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, nullptr, 10000);

因此,opengl结构的内部布局似乎与C/C++布局不匹配。我通过删除opengl向量类型而使用原始数组解决了这个问题

shader.vert

struct Transform
{
  vec3 position;
  vec3 rotation;
  vec3 scale;
  mat4 transform;
};

layout (std430, binding = 0) buffer TransformBuffer
{
  Transform transforms[];
};

layout (location = 0) in vec3 lPosition;

void main()
{
  gl_Position = uProjection * uView * vec4(lPosition + transforms[gl_InstanceID].position, 1.f);
}
struct Transform
{
  float position[3];
  float rotation[3];
  float scale[3];
};