glDrawElements使用错误的VBO?

yuh*_*h25 4 c++ opengl

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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der*_*ass 9

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glVertexAtrrib*Pointer()调用时是相关 - 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: 在此输入图像描述