我正试图在屏幕上渲染两个不同的对象.我可以告诉的问题是OpenGL使用了错误的顶点缓冲区但是使用了正确的索引缓冲区,但我对目前正在做的任何事情都不太了解,因为我已经开始重新学习OpenGL了.
这是目前显示的内容:http://puu.sh/ekhd7/cca60981ab.jpg
如果对于对象的类或者应该如何进行它是一个坏主意,请告诉我 - 我什么都没有.
struct point4{
vec4 vertex;
vec4 color;
};
class Pyramid
{
public:
//Variables and Contructor here
void init(){
glGenBuffers( 1, &Arraybufferx );
glBindBuffer( GL_ARRAY_BUFFER, Arraybufferx );
glBufferData( GL_ARRAY_BUFFER, sizeof(point4)*16, NULL, GL_STATIC_DRAW );
glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof(left), left );
glBufferSubData( GL_ARRAY_BUFFER, sizeof(left) , sizeof(right), right );
glBufferSubData( GL_ARRAY_BUFFER, sizeof(left)*2, sizeof(back), back );
glBufferSubData( GL_ARRAY_BUFFER, sizeof(left)*3, sizeof(front), front );
glBufferSubData( GL_ARRAY_BUFFER, sizeof(left)*4, sizeof(bottom), bottom );
glGenBuffers( 1, &IndexBuffer );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, IndexBuffer );
glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof(gIndices), gIndices, GL_STATIC_DRAW );
}
void display(GLint tr,GLint theta, GLfloat rt1[], GLfloat Theta1[]){
glBindBuffer( GL_ARRAY_BUFFER, Arraybufferx );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, IndexBuffer );
glUniform3fv( tr, 1, rt1 );
glUniform3fv( theta, 1, Theta1 );
glDrawElements( GL_TRIANGLES, sizeof(gIndices), GL_UNSIGNED_INT, 0 );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
}
};
class cube{
public:
//Variables and Contructor here
void init(){
glGenBuffers( 1, &Arraybuffer );
glBindBuffer( GL_ARRAY_BUFFER, Arraybuffer );
glBufferData( GL_ARRAY_BUFFER, sizeof(left)*6, NULL, GL_STATIC_DRAW );
glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof(left), left );
glBufferSubData( GL_ARRAY_BUFFER, sizeof(point4)*4, sizeof(right), right );
glBufferSubData( GL_ARRAY_BUFFER, sizeof(point4)*8, sizeof(top), top );
glBufferSubData( GL_ARRAY_BUFFER, sizeof(point4)*12, sizeof(bottom), bottom );
glBufferSubData( GL_ARRAY_BUFFER, sizeof(point4)*16, sizeof(back), back );
glBufferSubData( GL_ARRAY_BUFFER, sizeof(point4)*20, sizeof(front), front );
glGenBuffers( 1, &IndexBuffer );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, IndexBuffer );
glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof(gIndices), gIndices, GL_STATIC_DRAW );
}
void display(GLint tr,GLint theta, GLfloat rt1[], GLfloat Theta1[]){
glBindBuffer( GL_ARRAY_BUFFER, Arraybuffer );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, IndexBuffer );
glUniform3fv( tr, 1, rt1 );
glUniform3fv( theta, 1, Theta1 );
glDrawElements( GL_TRIANGLES, sizeof(gIndices), GL_UNSIGNED_INT, 0 );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
}
};
void init()
{
// Create a vertex array object
GLuint vao;
glGenVertexArrays( 1, &vao );
glBindVertexArray( vao );
pyramid.init();
Cube.init();
GLuint program = InitShader( "vshader36.glsl", "fshader36.glsl" );
glUseProgram( program );
GLuint vPosition = glGetAttribLocation( program, "vPosition" );
glEnableVertexAttribArray( vPosition );
GLuint vColor = glGetAttribLocation( program, "vColor" );
glEnableVertexAttribArray( vColor );
model_view = glGetUniformLocation(program, "model_view");
GLuint projection = glGetUniformLocation(program, "projection");
glVertexAttribPointer( vPosition, 4, GL_FLOAT, GL_FALSE, sizeof(point4), 0 );
glVertexAttribPointer(vColor,4,GL_FLOAT,GL_FALSE,sizeof(point4),(void*)sizeof(vec4));
// Create and send the model view matrix
mat4 mv = LookAt(eye, at, up);
glUniformMatrix4fv(model_view, 1, GL_TRUE, mv);
theta = glGetUniformLocation( program, "theta" );
tr = glGetUniformLocation( program, "tr" );
glEnableClientState (GL_VERTEX_ARRAY);
mat4 p = Frustum(-1.0, 1.0, -1.0, 1.0, 10.0, -20.0);
glUniformMatrix4fv(projection, 1, GL_TRUE, p);
glEnable( GL_DEPTH_TEST );
glClearColor( 1.0, 1.0, 1.0, 1.0 );
}
//----------------------------------------------------------------------------
void display( void )
{
mat4 mv = LookAt(eye, at, up);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glUniformMatrix4fv(model_view, 1, GL_TRUE, mv);
Cube.display(tr,theta,Translate1,Theta);
pyramid.display(tr,theta,Translate2,Theta);
glutSwapBuffers();
}
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您误解了Vertex阵列指针(和VAO)的工作原理.glDraw*()
命令从不关心当前GL_ARRAY_BUFFER
绑定.该绑定在glVertexAtrrib*Pointer()
调用时是相关的 - 对当前绑定的引用GL_ARRARY_BUFFER
成为属性指针的一部分.这也意味着您可以设置要从不同缓冲区中提取的每个属性.
因此,您的代码将仅使用cube
对象的VBO ,因为这是在设置顶点属性指针时绑定的对象.
当你想绘制不同的对象时,你必须切换顶点attrib指针,所以它看起来像这样:
drawObject() {
glBindBuffer(GL_ARRAY_BUFFER,vbo_for_attr0);
glVertexAttribPointer(0,...);
glBindBuffer(GL_ARRAY_BUFFER,vbo_for_attr1);
glVertexAttribPointer(1,...);
[...]
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glDrawElements(...);
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(这假设您对所有对象使用相同的attrib.如果不是这种情况,您可能还必须在此函数中启用/禁用attrib数组).
这是VAO进入图片的地方.VAO是容器对象,用于描述每个属性的完整顶点数组指针状态(包括缓冲区绑定和启用/禁用状态)以及GL_ELEMENT_ARRAY
缓冲区绑定.从概念上讲,您可以为每个对象创建一个VAO,并将顶点指针设置移动到yout init()
函数,从而将绘制代码减少到
drawObject() {
glBindVertexArray(vao);
glDrawElements(...);
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从概念上讲,它看起来像这样:
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