如何绘制存储在 SSBO 中的顶点?

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【中文标题】如何绘制存储在 SSBO 中的顶点?【英文标题】:How do I draw vertices that are stored in a SSBO? 【发布时间】:2020-01-07 22:29:40 【问题描述】:

这是OpenGL and loading/reading data in AoSoA (hybrid SoA) format之后的问题。

我正在尝试使用着色器存储缓冲区对象 (SSBO) 来存储以AoSoA 格式表示的顶点数据。我无法绘制顶点,这显然意味着我在某处做错了什么。问题是我似乎无法弄清楚什么或在哪里。上面最初问题的答案似乎表明我不应该使用顶点属性数组,所以问题就变成了,给定我将要呈现的代码,我该如何渲染这个 SSBO?

顶点数据结构

constexpr auto VECTOR_WIDTH = 4;
constexpr auto VERTEX_COUNT = 16;

struct VertexData

    std::array<float, VECTOR_WIDTH> px;
    std::array<float, VECTOR_WIDTH> py;
;
// Later stored in a std::vector
std::vector<VertexData> vertices(VERTEX_COUNT / VECTOR_WIDTH);

顶点着色器(这真的应该是计算着色器吗?)

struct Vertex4

    float px[4]; // position x
    float py[4]; // position y
;

layout(std430, binding=0) buffer VertexData

    Vertex4 vertices[];
;

void main()

  int dataIx = gl_VertexID / 4;
  int vertexIx = gl_VertexID % 4;
  vec2 vertexPosition = vec2(vertices[dataIx].px[vertexIx], vertices[dataIx].py[vertexIx]);

分配vertexPosition索引

// Do I need this? Where do I use it? glEnableVertexAttribArray(position_attrib_index)?
const GLuint position_attrib_index = 0;
glBindAttribLocation(program, position_attrib_index, "vertexPosition");

SSBO 设置

const GLuint ssbo_binding_point = 0;
GLuint ssbo;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
//glBufferStorage(GL_SHADER_STORAGE_BUFFER, vertices.size() * sizeof(VertexData), vertices.data(), GL_MAP_WRITE_BIT);
glBufferData(GL_SHADER_STORAGE_BUFFER, vertices.size() * sizeof(VertexData), vertices.data(), GL_STATIC_DRAW);
const auto block_index = glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, "VertexData");
glShaderStorageBlockBinding(program, block_index, ssbo_binding_point);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, ssbo_binding_point, ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);

渲染循环

while (!glfwWindowShouldClose(window)) 
    process_input(window);
    glClear(GL_COLOR_BUFFER_BIT);

    glUseProgram(program);

    // ???

    glfwSwapBuffers(window);
    glfwPollEvents();


我似乎无法弄清楚这应该如何工作。抓住稻草,我还尝试创建一个 VAO,稍后调用 glDrawArrays(GL_POINTS, 0, VERTEX_COUNT),但它也没有工作:

GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glEnableVertexAttribArray(position_attrib_index);
glVertexAttribPointer(position_attrib_index, 2, GL_FLOAT, GL_FALSE, 0, nullptr);

在我看来,我应该使用position_attrib_index(应该指向vertexPosition)来做某事,问题是为了什么?

完整示例代码

需要 OpenGL 4.3、GLEW 和 GLFW 构建命令示例:g++ -std=c++17 main.cpp -lGLEW -lglfw -lGL -o ssbo
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <array>
#include <iostream>
#include <vector>

void process_input(GLFWwindow *window)

    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) 
        glfwSetWindowShouldClose(window, true);
    


void glfw_error_callback(int error_code, const char *description)

    std::cerr << "GLFW Error: [" << error_code << "] " << description << '\n';


void framebuffer_size_callback(GLFWwindow *window, int width, int height)

    glViewport(0, 0, width, height);


auto create_glfw_window()

    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    return glfwCreateWindow(800, 600, "OpenGL and AoSoA layout", nullptr, nullptr);


void set_callbacks(GLFWwindow *window)

    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetErrorCallback(glfw_error_callback);


void print_versions()

    std::cout << "Using GLFW " << glfwGetVersionString() << '\n';
    std::cout << "Using GLEW " << glewGetString(GLEW_VERSION) << '\n';


bool init_loader()

    GLenum err = glewInit();
    if (GLEW_OK != err) 
        std::cerr << "GLEW error: " << glewGetErrorString(err);
    
    return err == GLEW_OK;


void GLAPIENTRY MessageCallback(
    GLenum source,
    GLenum type,
    GLuint id,
    GLenum severity,
    GLsizei length,
    const GLchar* message,
    const void* userParam = nullptr)

    std::cerr << "[GL DEBUG] " << (type == GL_DEBUG_TYPE_ERROR ? "Error: " : "") << message << '\n';


constexpr auto VECTOR_WIDTH = 4;
constexpr auto VERTEX_COUNT = 16;

struct VertexData

    std::array<float, VECTOR_WIDTH> px;
    std::array<float, VECTOR_WIDTH> py;
;

static const char* vertex_shader_source =
    "#version 430\n"
    "struct Vertex4\n"
    "\n"
    "    float px[4]; // position x\n"
    "    float py[4]; // position y\n"
    ";\n"
    "layout(std430, binding=0) buffer VertexData\n"
    "\n"
    "    Vertex4 vertices[];\n"
    ";\n"
    "void main()\n"
    "\n"
    "  int dataIx = gl_VertexID / 4;\n"
    "  int vertexIx = gl_VertexID % 4;\n"
    "  vec2 vertexPosition = vec2(vertices[dataIx].px[vertexIx], vertices[dataIx].py[vertexIx]);\n"
    "\n";

static const char* fragment_shader_source =
    "#version 430\n"
    "out vec4 out_color;\n"
    "void main()\n"
    "\n"
    "    out_color = vec4(1.0, 0.5, 0.5, 0.25);\n"
    "\n";

int main(int argc, char *argv[])

    glewExperimental = GL_TRUE;

    auto window = create_glfw_window();

    if (window == nullptr) 
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    

    glfwMakeContextCurrent(window);

    set_callbacks(window);
    init_loader();
    print_versions();

    glEnable(GL_DEBUG_OUTPUT);
    glDebugMessageCallback(MessageCallback, nullptr);

    std::vector<VertexData> vertices(VERTEX_COUNT / VECTOR_WIDTH);

    vertices[0] = 
        -0.75f, 0.75f, 0.75f, -0.75f,
        -0.75f, -0.75f, 0.75f, 0.75f
    ;
    vertices[1] = 
        -0.50f, 0.50f, 0.50f, -0.50f,
        -0.50f, -0.50f, 0.50f, 0.50f,
    ;
    vertices[2] = 
        -0.25f, 0.25f, 0.25f, -0.25f,
        -0.25f, -0.25f, 0.25f, 0.25f,
    ;
    vertices[3] = 
        -0.05f, 0.05f, 0.05f, -0.05f,
        -0.05f, -0.05f, 0.05f, 0.05f,
    ;

    auto vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertex_shader, 1, &vertex_shader_source, nullptr);
    glCompileShader(vertex_shader);

    auto fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragment_shader, 1, &fragment_shader_source, nullptr);
    glCompileShader(fragment_shader);

    auto program = glCreateProgram();
    glAttachShader(program, vertex_shader);
    glAttachShader(program, fragment_shader);

    const GLuint position_attrib_index = 0;
    glBindAttribLocation(program, position_attrib_index, "vertexPosition");

    glLinkProgram(program);

    //glUseProgram(program);

    glDeleteShader(vertex_shader);
    glDeleteShader(fragment_shader);

    //
    // SSBO
    //
    const GLuint ssbo_binding_point = 0;
    GLuint ssbo;
    glGenBuffers(1, &ssbo);
    glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
    //glBufferStorage(GL_SHADER_STORAGE_BUFFER, vertices.size() * sizeof(VertexData), vertices.data(), GL_MAP_WRITE_BIT);
    glBufferData(GL_SHADER_STORAGE_BUFFER, vertices.size() * sizeof(VertexData), vertices.data(), GL_STATIC_DRAW);
    const auto block_index = glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, "VertexData");
    glShaderStorageBlockBinding(program, block_index, ssbo_binding_point);
    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, ssbo_binding_point, ssbo);
    glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);

    //
    // VAO
    //
    //GLuint vao;
    //glGenVertexArrays(1, &vao);
    //glBindVertexArray(vao);
    //glEnableVertexAttribArray(position_attrib_index);
    //glVertexAttribPointer(position_attrib_index, 2, GL_FLOAT, GL_FALSE, 0, nullptr);

    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    glClearColor(0.15f, 0.15f, 0.2f, 1.0f);
    glPointSize(10.0f);

    while (!glfwWindowShouldClose(window)) 
        process_input(window);
        glClear(GL_COLOR_BUFFER_BIT);

        glUseProgram(program);
        //glDrawArrays(GL_POINTS, 0, VERTEX_COUNT);

        glfwSwapBuffers(window);
        glfwPollEvents();
    

    glfwDestroyWindow(window);
    glfwTerminate();

    return 0;

【问题讨论】:

"这真的应该是一个计算着色器吗?" ...为什么会这样?事实上,这篇文章的大部分内容似乎都非常......对于您正在尝试的内容或这些概念如何相互关联感到困惑。比如“Assign vertexPosition index”:为什么你认为函数中的变量有属性索引? @ybungalobill:应该吗?这只有在顶点数据已经在剪辑空间中时才有意义。 @NicolBolas 在这一点上,困惑是我的世纪词汇。关于vertexPosition,因为这或多或少是你在另一个问题中给我的着色器,我只是假设我可以像这样把它拉出来(我以前没有使用过着色器)。 【参考方案1】:

这是使用您拥有的数据进行平局的正确方法:

glBindVertexArray(vao);
glDrawArrays(GL_POINTS, 0, VERTEX_COUNT);

但是,您的问题是您的顶点着色器没有写入gl_Position,因此没有任何内容被光栅化(无论发生什么未定义的行为)。您应该如下设置着色器中顶点的位置:

//...
out gl_PerVertex 
    vec4 gl_Position;
;
void main()

    int dataIx = gl_VertexID / 4;
    int vertexIx = gl_VertexID % 4;
    vec2 vertexPosition = vec2(vertices[dataIx].px[vertexIx], vertices[dataIx].py[vertexIx]);
    gl_Position = vec4(vertexPosition, 0, 1);

你可以去掉“Assign vertexPosition index”,你的VAO不需要任何属性。

【讨论】:

这给了我一个错误:Array object is not active.。但是,如果我改为创建 VAO (glGenVertexArrays(1, &amp;vao) + glBindVertexArray(vao),然后在渲染循环中删除对 glBindVertexArray(0) 的调用,它就可以工作了……最后。所以我是一个非常快乐的露营者。 @thomas_f:糟糕,我的错误。 ;) 我认为这是有效的,因为它在早期版本中是允许的,并且 nVidia 似乎支持它作为扩展。

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