Opengl 4.3 gl_VertexID不随GLDrawArray递增

Opengl 4.3 gl_VertexID不随GLDrawArray递增,opengl,glsl,Opengl,Glsl,我很难理解为什么gl_VertexID在下面呈现“调试文本”的代码中没有为每个新顶点正确递增。提示/提示 (原始代码在本文底部引用) 以下是顶点着色器: #version 430 core layout( location = 0 ) in int Character; out int vCharacter; out int vPosition; void main() { vPosition = gl_VertexID; vCharacter = Character;

我很难理解为什么gl_VertexID在下面呈现“调试文本”的代码中没有为每个新顶点正确递增。提示/提示

(原始代码在本文底部引用)

以下是顶点着色器:

#version 430 core

layout( location = 0 ) in int Character;
out int vCharacter;
out int vPosition;

void main()
{
    vPosition = gl_VertexID;
    vCharacter = Character;
    gl_Position = vec4(0, 0, 0, 1);
}
几何体着色器:

#version 430 core

layout(points) in;
layout(triangle_strip, max_vertices = 4) out;

in int vCharacter[1];
in int vPosition[1];
out vec2 gTexCoord;
uniform sampler2D Sampler;

uniform vec2 CellSize;
uniform vec2 CellOffset;
uniform vec2 RenderSize;
uniform vec2 RenderOrigin;

void main()
{
    // Determine the final quad's position and size:
    float x = RenderOrigin.x + float(vPosition[0]) * RenderSize.x * 2.0f;
    float y = RenderOrigin.y;
    vec4 P = vec4(x, y, 0, 1);
    vec4 U = vec4(1, 0, 0, 0) * RenderSize.x;
    vec4 V = vec4(0, 1, 0, 0) * RenderSize.y;

    // Determine the texture coordinates:
    int letter = vCharacter[0];
    letter = clamp(letter - 32, 0, 96);
    int row = letter / 16 + 1;
    int col = letter % 16;
    float S0 = CellOffset.x + CellSize.x * col;
    float T0 = CellOffset.y + 1 - CellSize.y * row;
    float S1 = S0 + CellSize.x - CellOffset.x;
    float T1 = T0 + CellSize.y;

    // Output the quad's vertices:
    gTexCoord = vec2(S0, T1); gl_Position = P - U - V; EmitVertex();
    gTexCoord = vec2(S1, T1); gl_Position = P + U - V; EmitVertex();
    gTexCoord = vec2(S0, T0); gl_Position = P - U + V; EmitVertex();
    gTexCoord = vec2(S1, T0); gl_Position = P + U + V; EmitVertex();
    EndPrimitive();
}
抽签通知和其他相关代码:

glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLuint attribLocation = glGetAttribLocation(m_ProgramTextPrinter, "Character");
glVertexAttribIPointer(attribLocation, 1, GL_UNSIGNED_BYTE, 1, text.data()->c_str());
glEnableVertexAttribArray(attribLocation);
glDrawArrays(GL_POINTS, 0, text.data()->size());
基本上,这段代码将用于一些文本呈现。当我使用这个代码时,我看到我的字母被放在彼此的上面。当我修改

glVertexAttribIPointer(attribLocation, 1, GL_UNSIGNED_BYTE, 1, text.data()->c_str());
进入

我注意到几何体着色器中的x方向发生了预期的移动,尽管如此,字母仍然彼此重叠

我使用的是NVIDIA Geforce GT 630M,驱动程序版本:320.18和OpenGL 4.3上下文


正如巴特克所暗示的那样,我使用VBO使代码正常工作:我基本上替换了

glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLuint attribLocation = glGetAttribLocation(m_ProgramTextPrinter, "Character");
glVertexAttribIPointer(attribLocation, 1, GL_UNSIGNED_BYTE, 1, text.data()->c_str());
glEnableVertexAttribArray(attribLocation);
glDrawArrays(GL_POINTS, 0, text.data()->size());


正如巴特克暗示的那样,我使用VBOs使代码正常工作:我基本上替换了

glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLuint attribLocation = glGetAttribLocation(m_ProgramTextPrinter, "Character");
glVertexAttribIPointer(attribLocation, 1, GL_UNSIGNED_BYTE, 1, text.data()->c_str());
glEnableVertexAttribArray(attribLocation);
glDrawArrays(GL_POINTS, 0, text.data()->size());


IIRC非VBO
glVertexAttrib(I)指针
偏移现在已被弃用(规范4.3,§10.3.1)。不过它看起来非常时髦:)也请更改strlen(text.data()->c_str())->
text.data()->size()
谢谢您指出更好的size()调用。我编辑了代码。另外,根据实际问题:我希望几何体着色器可以移动每个字母的点,顶点着色器可以移动每个字母。(我会将制服
RenderOrigin
移动到VS)。我不确定它是否会修复它,但这将为您节省3/4的添加(假设四元):)IIRC非VBO
glVertexAttrib(I)指针
偏移量现在已被弃用(规范4.3,§10.3.1)。不过它看起来非常时髦:)也请更改strlen(text.data()->c_str())->
text.data()->size()
谢谢您指出更好的size()调用。我编辑了代码。另外,根据实际问题:我希望几何体着色器可以移动每个字母的点,顶点着色器可以移动每个字母。(我会将制服
RenderOrigin
移动到VS)。我不确定它是否会修复它,但这会为您节省3/4的添加量(假设四元):
GLuint vaoID, bufferID;
glGenVertexArrays(1, &vaoID);
glBindVertexArray(vaoID);
glGenBuffers(1, &bufferID);
glBindBuffer(GL_ARRAY_BUFFER, bufferID);
glBufferData(GL_ARRAY_BUFFER, text.data()->size() * sizeof(GL_UNSIGNED_BYTE), text.data()->data(), GL_DYNAMIC_DRAW);

GLuint attribLocation = glGetAttribLocation(m_ProgramTextPrinter, "Character");
glVertexAttribIPointer(attribLocation, 1, GL_UNSIGNED_BYTE, 0, 0);
glEnableVertexAttribArray(attribLocation);

glDrawArrays(GL_POINTS, 0, text.data()->size());

glDeleteVertexArrays(1, &vaoID);
glDeleteBuffers(1, &bufferID);