将统一数据正确发送到GPU

Properly sending Uniform data to the GPU

本文关键字:GPU 数据      更新时间:2023-10-16

我正试图通过制服将Light数据发送到我的Fragment Shader。我对以下功能有问题:

void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);

下面是我编写的一个函数,它旨在将所有Light数据(作为固定大小的数组存储在类"Shader"中)发送到Fragment Shader:(注意:Vector3F类是我自己的,如果需要,我可以提供它的来源。)

void Shader::updateLights()
{
// this->lights[x].getPosR() returns a Vector3F reference. Same with getLightDirectionR() and getColourR().
glUniform3fv(this->uniforms[LIGHT1POS_U], 3, &(this->lights[0].getPosR().getXR()));
glUniform3fv(this->uniforms[LIGHT1LD_U], 3, &(this->lights[0].getLightDirectionR().getXR()));
glUniform3fv(this->uniforms[LIGHT1COLOUR_U], 3, &(this->lights[0].getColourR().getXR()));
glUniform1f(this->uniforms[LIGHT1POW_U], this->lights[0].getPowerR());
glUniform3fv(this->uniforms[LIGHT2POS_U], 3, &(this->lights[1].getPosR().getXR()));
glUniform3fv(this->uniforms[LIGHT2LD_U], 3, &(this->lights[1].getLightDirectionR().getXR()));
glUniform3fv(this->uniforms[LIGHT2COLOUR_U], 3, &(this->lights[1].getColourR().getXR()));
glUniform1f(this->uniforms[LIGHT2POW_U], this->lights[1].getPowerR());
glUniform3fv(this->uniforms[LIGHT3POS_U], 3, &(this->lights[2].getPosR().getXR()));
glUniform3fv(this->uniforms[LIGHT3LD_U], 3, &(this->lights[2].getLightDirectionR().getXR()));
glUniform3fv(this->uniforms[LIGHT3COLOUR_U], 3, &(this->lights[2].getColourR().getXR()));
glUniform1f(this->uniforms[LIGHT3POW_U], this->lights[2].getPowerR());
glUniform3fv(this->uniforms[LIGHT3POS_U], 3, &(this->lights[3].getPosR().getXR()));
glUniform3fv(this->uniforms[LIGHT3LD_U], 3, &(this->lights[3].getLightDirectionR().getXR()));
glUniform3fv(this->uniforms[LIGHT3COLOUR_U], 3, &(this->lights[3].getColourR().getXR()));
glUniform1f(this->uniforms[LIGHT3POW_U], this->lights[3].getPowerR());
// Print out all the information to ensure that data is correct.
std::cout << "Lights Info:n";
for(unsigned int i = 0; i < Shader::MAX_LIGHTS; i++)
{
Light* l = &(this->lights[i]);
std::cout << "Light Id " << i << ": ";
std::cout << "Position = [" << l->getPosR().getX() << ", " << l->getPosR().getY() << ", " << l->getPosR().getZ() << "], ";
std::cout << "Light Direction = [" << l->getLightDirectionR().getX() << ", " << l->getLightDirectionR().getY() << ", " << l->getLightDirectionR().getZ() << "], ";
std::cout << "Light Colour = [" << l->getColourR().getX() << ", " << l->getColourR().getY() << ", " << l->getColourR().getZ() << "], ";
std::cout << "Light Power = " << l->getPowerR() << " Watts.n";
}
}

然而,制服是空的我确信我的问题在于我对const GLfloat *value的尝试。light数据存储在类主体中,所以我不认为作用域是问题所在。

以下文本块在运行时打印:

Light Id 0: Position = [0, 15, 0], Light Direction = [0, -1, 1], Light Colour = [1, 1, 1], Light Power = 200 Watts.
Light Id 1: Position = [5, 15, 10], Light Direction = [0, -1, 1], Light Colour = [1, 1, 1], Light Power = 200 Watts
Light Id 2: Position = [10, 15, 20], Light Direction = [0, -1, 1], Light Colour = [1, 1, 1], Light Power = 200 Watts.
Light Id 3: Position = [15, 15, 30], Light Direction = [0, -1, 1], Light Colour = [1, 1, 1], Light Power = 200 Watts.

我只见过这个函数是通过glm::vec3对象调用的,所以我不相信我在第三个参数中提供了足够的信息(我只是发送Vector3F的X值,而不是XYZ)。我试图在函数中构建一个浮动列表,以确保发送所有数据,但一旦超出范围,数据就会丢失,导致运行时崩溃。在这种情况下,我真的希望避免堆分配。什么是格式化我的数据以便正确发送的好方法?我的"片段"着色器可以工作,"灯光数据"是有效的(这样我就可以看到它),但场景是一片漆黑。

glUniform3fv(this->uniforms[LIGHT1POS_U], 3, &(this->lights[0].getPosR().getXR()));

count参数是要写入的统一中的数组元素数,而不是向量中的元素数。它已经知道向量中元素的数量:这就是3f在函数名称中的含义。

因此,除非将this->uniforms[LIGHT1POS_U]定义为uniform vec3 name[3];,否则此代码将无法正常工作。您应该从每个这样的调用中得到一个GL_INVALID_OPERATION错误。

当然,所有这些都假设无论getXR返回什么,都相当于3个浮点数组。既然你没有麻烦给我们看代码,那就没什么好说的了。