首页 > 解决方案 > 不同片段和顶点着色器文件中的向量名称

问题描述

我正在尝试用 2 个不同的纹理在 OpenGL 中制作 2 个对象,其中一个应该移动。

我制作了 2 个着色器程序并将其签名为不同的指示选项卡。着色器程序的参数看起来但程序只绘制一个对象(我稍后使用)。如果我使 .frag 和 .vert 文件具有相同的结构和输入/输出向量的名称,但仅更改纹理并从静态对象删除转换,是否正确?

//fragment of moving object
#version 330 core

layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 texCoord;


out vec3 vecColor;
out vec2 TexCoord;


uniform mat4 transform;
uniform mat4 view;
uniform mat4 projection;

void main() 
{
    gl_Position = projection*view* transform * vec4(position, 1.0f);
    vecColor = color;
    TexCoord = texCoord;
} 

// fragment of static object
#version 330 core

layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 texCoord;

out vec3 vecColor;
out vec2 TexCoord;

uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection*view * vec4(position, 1.0f);
    vecColor = color;
    TexCoord = texCoord;
} 
// code of Use()
void Use() const
{
    glUseProgram(get_programID());
}

// Drawing elements in main event loop whiile()
// Draw first object
theProgram_stelaz.Use();
glBindVertexArray(VAO_stelaz);
glDrawElements(GL_TRIANGLES, _countof(indices_stelaz), GL_UNSIGNED_INT, 
0);
glBindVertexArray(0);
// Draw second object
theProgram.Use();
glBindVertexArray(VAO_wings);
glDrawElements(GL_TRIANGLES, _countof(indices_wings), GL_UNSIGNED_INT, 
0);
glBindVertexArray(0);

现在程序只从 indices_wings 中绘制第二个对象。我想绘制两个元素,并且仅来自 indices_wings 的对象应该移动。

标签: openglshaderfragment-shadervertex-shader

解决方案


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