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c++ - 使用纹理绘制多个对象不起作用

转载 作者:塔克拉玛干 更新时间:2023-11-03 07:58:44 27 4
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我正在研究 3D 模型加载器。它可以加载我自己的格式。我为 Blender 编写了自己的导出器,效果很好。模型格式可以在一个模型中处理多个网格(对象)。每个网格可以有不同的纹理。我已经编写了一个运行良好但不使用着色器的加载程序。

我切换到着色器,但出了点问题,纹理显示不正确。这是我的绘图函数,我确定这里有错误:

void CModel::draw(glm::mat4 &MVP)
{
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);

for(unsigned int i=0; i<m_numObjects; i++)
{
glUseProgram(m_programID);
glUniformMatrix4fv(m_matrixUniform, 1, GL_FALSE, &MVP[0][0]);

glBindTexture(GL_TEXTURE_2D, m_textureIDs[i]);
glUniform1i(m_textureUniform, 0);

glBindBuffer(GL_ARRAY_BUFFER, m_bufferIDs[i]);

// vertices
glEnableVertexAttribArray(0);
glVertexAttribPointer(
0, // must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
sizeof(float)*8, // stride
(void*)0 // array buffer offset
);

// UVs
glEnableVertexAttribArray(1);
glVertexAttribPointer(
1,
2,
GL_FLOAT,
GL_FALSE,
sizeof(float)*8,
(void*)6
);

glDrawArrays(GL_TRIANGLES, 0, m_numElements[i]);
glBindBuffer(GL_ARRAY_BUFFER, 0);

glUseProgram(0);
}

glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisable(GL_TEXTURE_2D);
}

顶点和片段着色器也运行良好。

以前的版本(没有着色器)是这样的(效果很好):

void CModel::draw()
{
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);

glClientActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);

for(unsigned int i=0; i<m_numObjects; i++)
{
glBindTexture(GL_TEXTURE_2D, m_textureIDs[i]);

glBindBuffer(GL_ARRAY_BUFFER, m_bufferIDs[i]);

glTexCoordPointer(2, GL_FLOAT, sizeof(float)*8, (float*)(sizeof(float)*6));
glNormalPointer( GL_FLOAT, sizeof(float)*8, (float*)(sizeof(float)*3));
glVertexPointer( 3, GL_FLOAT, sizeof(float)*8, 0);

glDrawArrays(GL_TRIANGLES, 0, m_numElements[i]);

glBindBuffer(GL_ARRAY_BUFFER, 0);
}

glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);

glDisable(GL_TEXTURE_2D);
}

这是整个类(class):

#include "global.h"
#include "CModel.h"
#include "CModelLoader.h"
#include "CShaderLoader.h"

CModel::CModel(){}

CModel::~CModel()
{
// TODO free memory
}

/** @brief Load mbm file
*
* @fileName: mdm model file name we want to load and draw
*/
void CModel::init(char *fileName)
{
CModelLoader loader;
CShaderLoader shaders;

loader.loadData(fileName);

loader.createDataArray( m_dataArray,
m_dataArraySizes,
m_numObjects,
m_numElements,
m_textureIDs );

glGenVertexArrays(1, &m_vertexArrayID);
glBindVertexArray(m_vertexArrayID);

m_programID = shaders.loadShaders("vertexshader.vert", "fragmentshader.frag");

m_bufferIDs = new unsigned int[m_numObjects];

glGenBuffers(m_numObjects, m_bufferIDs);
for(unsigned int i=0; i<m_numObjects; i++)
{
glBindBuffer(GL_ARRAY_BUFFER, m_bufferIDs[i]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*m_dataArraySizes[i], m_dataArray[i], GL_STATIC_DRAW);
}

}

/** @brief Drawing the mdm model
*
*/
void CModel::draw(glm::mat4 &MVP)
{

glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);

for(unsigned int i=0; i<m_numObjects; i++)
{
glUseProgram(m_programID);

unsigned int matrixUniform = glGetUniformLocation(m_programID, "MVP");
unsigned int textureUniform = glGetUniformLocation(m_programID, "myTextureSampler");

glUniformMatrix4fv(matrixUniform, 1, GL_FALSE, &MVP[0][0]);
glUniform1i(textureUniform, 0);

glBindTexture(GL_TEXTURE_2D, m_textureIDs[i]);
glBindBuffer(GL_ARRAY_BUFFER, m_bufferIDs[i]);

// vertices
glEnableVertexAttribArray(0);
glVertexAttribPointer(
0, // must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
sizeof(float)*8, // stride
(void*)0 // array buffer offset
);

// UVs
glEnableVertexAttribArray(1);
glVertexAttribPointer(
1,
2,
GL_FLOAT,
GL_FALSE,
sizeof(float)*8,
(void*)6
);

glDrawArrays(GL_TRIANGLES, 0, m_numElements[i]);
glBindBuffer(GL_ARRAY_BUFFER, 0);

glUseProgram(0);
}

glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);



glDisable(GL_TEXTURE_2D);
}

最佳答案

终于解决了。问题是我对顶点、法线和纹理坐标使用了一个数组,而不是存储在单独的数组中并分别绑定(bind)它们。

关于c++ - 使用纹理绘制多个对象不起作用,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/13520626/

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