1.定义一个全局的buffer Engine\Source\Runtime\Engine\Public\SceneView.h // View uniform buffer member declarations #define VIEW_UNIFORM_BUFFER_MEMBER_TABLE \ VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FLinearColor, AtmosphereLightColor, [NUM_ATMOSPHERE_LIGHTS]) \ 2. c++给AtmosphereLightColor赋值传数据 /** ...
Uniform buffer的创建跟vertex buffer创建类似: 1.创建buffer对象。 其中VkBufferCreateInfo的usage为VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,size为sizeof(info.MVP)。 2.分配内存。 内存申请需要考虑字节对齐,分配buffer实际占用大小的GPU内存。 3.填充内存。 全局变量一般由host端写入,对shader端来说是只读的。Host端...
gl.bindBufferBase(gl.UNIFORM_BUFFER, 1, redMaterialUBO) gl.bindBufferBase(gl.UNIFORM_BUFFER, 1, greenMaterialUBO) gl.bindBufferBase(gl.UNIFORM_BUFFER, 1, blueMaterialUBO) 当然,WebGL 2.0 对 Uniform 还有别的扩充,此处不再列举。 bindBufferBase 的作用类似于 enableVertexAttribArray,告诉 WebGL 我...
glBindTexture(GL_TEXTURE_2D_ARRAY, tex_alien_array); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // 创建 UBO(Uniform Buffer Object) glGenBuffers(1, &rain_buffer); glBindBuffer(GL_UNIFORM_BUFFER, rain_buffer); glBufferData(GL_UNIFORM_BUFFER, 256 *...
"uniform sampler2DArray tex_aliens; \n" " \n" "void main(void) \n" "{ \n" " color = texture(tex_aliens, vec3(fs_in.tc, float(fs_in.alien))); \n" "} \n" }; char buffer[1024]; vs = glCreateShader(GL_VERTEX_SHADER); ...
gl.bindBufferBase(gl.UNIFORM_BUFFER,1, greenMaterialUBO) gl.bindBufferBase(gl.UNIFORM_BUFFER,1, blueMaterialUBO) 当然,WebGL 2.0 对 Uniform 还有别的扩充,此处不再列举。 bindBufferBase 的作用类似于 enableVertexAttribArray,告诉 WebGL 我马上就要用哪个坑了。
1- If I define the array of 5 structures as a uniform buffer array, the rendering takes 5ms (measured by Nsight Graphics). The uniform buffer's memory property is 'VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT'. The uniform buffer in glsl is defined as follo...
在WebGL 2.0,允许一次发送一堆 uniform,这一堆 uniform 的聚合体,就叫做 UniformBuffer,具体到代码中: 先是GLSL 300 uniformLight {highpvec3lightWorldPos;mediumpvec4lightColor; }; 然后是 JavaScript constlightUniformBlockBuffer = gl.createBuffer()constlightUniformBlockData =newFloat32Array([0,10,30,0...
Generating data pointer array blockData =newglm::vec2[24*24];for(intx =0; x <24; x++) {for(inty =0; y <24; y++) {inti = x *24+ y; blockData[i] = glm::vec2(x, y); } } In the rendering class glBindBuffer(GL_UNIFORM_BUFFER, ubo);glBufferSubData(GL_UNIFORM_BUFFER,0...
1.如果成员是两个或四个分量的向量,其分量消耗N个基本机器单元,则基本对齐分别为2N或4 N。[...]...