我正在研究一个渲染引擎,到目前为止它已经很好了,但我无法弄清楚为什么当我进行两次绘制调用来渲染不同的模型时,只会显示1个.
我正在使用wxWidgets来处理窗口系统,有问题的代码粘贴在下面.有什么建议?
TestShader.Activate();
glUseProgram(TestShader.Program);
ProjectionMatrix = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
int projectionMatrixLocation = glGetUniformLocation(TestShader.Program, "ProjectionMatrix");
glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, glm::value_ptr(ProjectionMatrix));
glm::mat4 ViewMatrix = glm::lookAt(
glm::vec3(position),
glm::vec3(position+direction),
glm::vec3(up)
);
int viewMatrixLocation = glGetUniformLocation(TestShader.Program, "ViewMatrix");
glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, glm::value_ptr(ViewMatrix));
TestModel[1].Draw(TestShader, glm::vec3(0,0,-11));
TestModel[0].Draw(TestShader, glm::vec3(0,0,-1));
Refresh(false);
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void E_MODEL::Draw(EShader Shader, glm::vec3 Location)
{
if (!Registered) glGenVertexArrays(1, &VAO[0]);
glBindVertexArray(VAO[0]);
if (!Registered) glGenBuffers(1, &VBO[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
if (!Registered) glBufferData(GL_ARRAY_BUFFER, Vertices.size() * sizeof(glm::vec3), &Vertices[0], GL_STATIC_DRAW);
if (!Registered) glGenBuffers(1, &VBO[1]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
if (!Registered) glBufferData(GL_ARRAY_BUFFER, Normals.size() * sizeof(glm::vec3), &Normals[0], GL_STATIC_DRAW);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), Location);
int modelMatrixLocation = glGetUniformLocation(Shader.Program, "modelMatrix");
glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, glm::value_ptr(modelMatrix));
glDrawArrays( GL_TRIANGLES, 0, Vertices.size() );
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
Registered = true;
}
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#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexColor;
// Output data ; will be interpolated for each fragment.
out vec3 fragmentColor;
// Values that stay constant for the whole mesh.
uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix;
uniform mat4 modelMatrix;
void main(){
gl_Position = ProjectionMatrix * ViewMatrix * modelMatrix * vec4(vertexPosition_modelspace,1);
// The color of each vertex will be interpolated
// to produce the color of each fragment
fragmentColor = vertexColor;
}
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#version 330 core
// Interpolated values from the vertex shaders
in vec3 fragmentColor;
// Ouput data
out vec3 color;
void main(){
// Output color = color specified in the vertex shader,
// interpolated between all 3 surrounding vertices
color = fragmentColor;
}
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glClear清除缓冲区.使用该GL_COLOR_BUFFER_BIT标志,您将清除颜色缓冲区.使用该GL_DEPTH_BUFFER_BIT标志,您将清除深度缓冲区.通过每次绘制模型时执行此操作,将清除先前写入的颜色和深度信息.这意味着每次绘制模型时都会擦除图像.
通常每"paint"或"present"清除缓冲区一次.也就是说,你清除一次,你抽出N次,你出现一次.你现在正在做的是清楚,画画,清晰,画画......现在.
TL; DR:glClear在所有绘图之前,而不是在每次抽奖之前调用一次.