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c++ - 使用 VAO 在 OpenGL 中实例化顺序更改绘制

转载 作者:行者123 更新时间:2023-11-30 03:54:04 25 4
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我尝试使用 VAO、VBO 和 IBO 在平面上绘制一堆球体。在使用这些之前,一切都按预期绘制。在我开始使用这些之后,事情变得很奇怪。我不能在这里发布我的整个代码,因为我有 5 个类(但如果有必要,我可以提供我的代码的链接),所以我会尝试发布我认为有用的内容。

有了这个类,我可以画一个球体:

SphereShaderProgram::SphereShaderProgram(std::string vertexShaderPath, std::string fragmentShaderPath) : ProgramManager(vertexShaderPath, fragmentShaderPath)
{
_sphereH = 20;
_sphereW = 20;
_vbo = 0;
_vao = 0;
_ibo = 0;
CreateProgram();
BuildSphere();
BuildVAO();
}


SphereShaderProgram::~SphereShaderProgram()
{
glDeleteVertexArrays(1, &_vao);
glDeleteBuffers(1, &_vbo);
glDeleteBuffers(1, &_ibo);
}


void SphereShaderProgram::DrawSphere(const glm::mat4 &Projection, const glm::mat4 &ModelView)
{
_ModelViewProjection = Projection * ModelView;
_ModelView = ModelView;

Bind(); //glUseProgram

glBindVertexArray(_vao);
LoadVariables();
glDrawElements(GL_TRIANGLES, _sphereIndexes.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);

UnBind();
}


int SphereShaderProgram::Get1DIndex(int line, int column)
{
return line * (int) _sphereH + column;
}


void SphereShaderProgram::BuildSphere()
{
for (int l = 0; l < _sphereH - 1; l++)
{
for (int c = 0; c < _sphereW - 1; c++)
{
int v1_1 = Get1DIndex(l, c);
int v2_1 = Get1DIndex(l + 1, c + 1);
int v3_1 = Get1DIndex(l + 1, c);

int v1_2 = Get1DIndex(l, c);
int v2_2 = Get1DIndex(l, c + 1);
int v3_2 = Get1DIndex(l + 1, c + 1);

_sphereIndexes.push_back(v1_1);
_sphereIndexes.push_back(v2_1);
_sphereIndexes.push_back(v3_1);

_sphereIndexes.push_back(v1_2);
_sphereIndexes.push_back(v2_2);
_sphereIndexes.push_back(v3_2);
}
}

for (int l = 0; l < _sphereH; l++)
{
for (int c = 0; c < _sphereW; c++)
{
float theta = ((float) l / (_sphereH - 1)) * (float) PI;
float phi = ((float) c / (_sphereW - 1)) * 2 * (float) PI;
float x = sin(theta) * cos(phi);
float z = sin(theta) * sin(phi);
float y = cos(theta);

_sphereCoordinates.push_back(x);
_sphereCoordinates.push_back(y);
_sphereCoordinates.push_back(z);
}
}
}


void SphereShaderProgram::BuildVAO()
{
// Generate and bind the vertex array object
glGenVertexArrays(1, &_vao);
glBindVertexArray(_vao);

// Generate and bind the vertex buffer object
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, _sphereCoordinates.size() * sizeof(float), &_sphereCoordinates[0], GL_STATIC_DRAW);

// Generate and bind the index buffer object
glGenBuffers(1, &_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _sphereIndexes.size() * sizeof(unsigned int), &_sphereIndexes[0], GL_STATIC_DRAW);

glBindVertexArray(0);
}


void SphereShaderProgram::LoadUniformVariables()
{
glm::mat4 MVP = _ModelViewProjection;
glm::mat4 MV = _ModelView;
glm::mat3 N = glm::transpose(glm::inverse(glm::mat3(MV)));
glm::vec4 AC = glm::vec4(0.2, 0.2, 0.2, 1.0);
glm::vec4 DC = glm::vec4(0.7, 0.0, 0.0, 1.0);
glm::vec4 SC = glm::vec4(0.1, 0.1, 0.1, 1.0);
glm::vec3 LP = glm::vec3(1.0, 6.0, 4.0);

// OpenGL Matrices
GLuint ModelViewProjection_location = glGetUniformLocation(GetProgramID(), "mvpMatrix");
glUniformMatrix4fv(ModelViewProjection_location, 1, GL_FALSE, glm::value_ptr(MVP));

GLuint ModelView_location = glGetUniformLocation(GetProgramID(), "mvMatrix");
glUniformMatrix4fv(ModelView_location, 1, GL_FALSE, glm::value_ptr(MV));

GLuint Normal_location = glGetUniformLocation(GetProgramID(), "normalMatrix");
glUniformMatrix3fv(Normal_location, 1, GL_FALSE, glm::value_ptr(N));

// Lighting
GLuint AmbientColor_location = glGetUniformLocation(GetProgramID(), "ambientColor");
glUniform4fv(AmbientColor_location, 1, glm::value_ptr(AC));

GLuint DiffuseColor_location = glGetUniformLocation(GetProgramID(), "diffuseColor");
glUniform4fv(DiffuseColor_location, 1, glm::value_ptr(DC));

GLuint SpecularColor_location = glGetUniformLocation(GetProgramID(), "specularColor");
glUniform4fv(SpecularColor_location, 1, glm::value_ptr(SC));

GLuint LightPosition_location = glGetUniformLocation(GetProgramID(), "vLightPosition");
glUniform3fv(LightPosition_location, 1, glm::value_ptr(LP));
}


void SphereShaderProgram::LoadAtributeVariables()
{
// Vertex Attributes
GLuint VertexPosition_location = glGetAttribLocation(GetProgramID(), "vPosition");
glEnableVertexAttribArray(VertexPosition_location);

glVertexAttribPointer(VertexPosition_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
}


void SphereShaderProgram::LoadVariables()
{
LoadUniformVariables();
LoadAtributeVariables();
}

然后,一架飞机:

PlaneShaderProgram::PlaneShaderProgram(std::string vertexShaderPath, std::string fragmentShaderPath) : ProgramManager(vertexShaderPath, fragmentShaderPath)
{
CreateProgram();
_vbo = 0;
_vao = 0;
_ibo = 0;
BuildPlane();
BuildVAO();
}


PlaneShaderProgram::~PlaneShaderProgram()
{
glDeleteVertexArrays(1, &_vao);
glDeleteBuffers(1, &_vbo);
glDeleteBuffers(1, &_ibo);
}


void PlaneShaderProgram::DrawPlane(const glm::mat4 &Projection, const glm::mat4 &ModelView)
{
_ModelViewProjection = Projection * ModelView;
_ModelView = ModelView;

Bind();

glBindVertexArray(_vao);
LoadVariables();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);

UnBind();
}


void PlaneShaderProgram::BuildPlane()
{
_coordinates[0] = -1.0f;
_coordinates[1] = 0.0f;
_coordinates[2] = -1.0f;
_coordinates[3] = -1.0f;
_coordinates[4] = 0.0f;
_coordinates[5] = 1.0f;
_coordinates[6] = 1.0f;
_coordinates[7] = 0.0f;
_coordinates[8] = 1.0f;
_coordinates[9] = 1.0f;
_coordinates[10] = 0.0f;
_coordinates[11] = -1.0f;

_indexes[0] = 0;
_indexes[1] = 1;
_indexes[2] = 2;
_indexes[3] = 0;
_indexes[4] = 2;
_indexes[5] = 3;
}


void PlaneShaderProgram::BuildVAO()
{
// Generate and bind the vertex array object
glGenVertexArrays(1, &_vao);
glBindVertexArray(_vao);

// Generate and bind the vertex buffer object
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), _coordinates, GL_STATIC_DRAW);

// Generate and bind the index buffer object
glGenBuffers(1, &_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(GLuint), _indexes, GL_STATIC_DRAW);

glBindVertexArray(0);
}


void PlaneShaderProgram::LoadUniformVariables()
{
// OpenGL Matrices
GLuint ModelViewProjection_location = glGetUniformLocation(GetProgramID(), "mvpMatrix");
glUniformMatrix4fv(ModelViewProjection_location, 1, GL_FALSE, glm::value_ptr(_ModelViewProjection));
}


void PlaneShaderProgram::LoadAtributeVariables()
{
// Vertex Attributes
GLuint VertexPosition_location = glGetAttribLocation(GetProgramID(), "vPosition");
glEnableVertexAttribArray(VertexPosition_location);

glVertexAttribPointer(VertexPosition_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
}


void PlaneShaderProgram::LoadVariables()
{
LoadUniformVariables();
LoadAtributeVariables();
}

另一方面,这是我的主要内容:

int main(void)
{
// Set the error callback
glfwSetErrorCallback(ErrorCallback);

// Initialize GLFW
if (!glfwInit())
{
printf("Error initializing GLFW!\n");
exit(EXIT_FAILURE);
}

// Set the GLFW window creation hints - these are optional
glfwWindowHint(GLFW_SAMPLES, 4);

// Create a window and create its OpenGL context
GLFWwindow* window = glfwCreateWindow(width, height, "OpenGL 4 Base", NULL, NULL);

// If the window couldn't be created
if (!window)
{
fprintf(stderr, "Failed to open GLFW window.\n");
glfwTerminate();
exit(EXIT_FAILURE);
}

// Sets the context of the specified window on the calling thread
glfwMakeContextCurrent(window);

// Initialize GLEW
glewExperimental = true;
GLenum glewError = glewInit();
if (glewError != GLEW_OK)
{
printf("Error initializing GLEW! %s\n", glewGetErrorString(glewError));
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_FAILURE);
}

glfwSetKeyCallback(window, KeyCallback);
glfwSetWindowSizeCallback(window, WindowSizeCallback);
glfwSetScrollCallback(window, ScrollCallback);

// Set the view matrix
glm::mat4 ModelView = glm::lookAt(glm::vec3(0.0f, 7.0f, 15.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));

// Init matrix stack
glm_ModelViewMatrix.push(ModelView);

PlaneShaderProgram PlaneShaderProgram("FloorVertexShader.txt", "FloorFragShader.txt");
SphereShaderProgram SphereShaderProgram("ADSPerVertexVertexShader.txt", "ADSPerVertexFragShader.txt");
//SphereShaderProgram SphereShaderProgram = SphereShaderProgram("ADSPerPixelVertexShader.txt", "ADSPerPixelFragShader.txt");

// Set a background color
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

// 3D objects
glEnable(GL_DEPTH_TEST);

float d = 2.0f;
float p0 = -10.0f + d / 2;
// Main Loop
while (!glfwWindowShouldClose(window))
{
// Clear color buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// Clone current modelview matrix, which can now be modified
glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
{
//------- ModelView Transformations
// Zoom in/out
glm_ModelViewMatrix.top() = glm::translate(glm_ModelViewMatrix.top(), glm::vec3(0.0, 0.0, zoom));
// Rotation
glm_ModelViewMatrix.top() = glm::rotate(glm_ModelViewMatrix.top(), beta, glm::vec3(1.0, 0.0, 0.0));
glm_ModelViewMatrix.top() = glm::rotate(glm_ModelViewMatrix.top(), alpha, glm::vec3(0.0, 0.0, 1.0));

//------- Draw the plane
glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
{
glm_ModelViewMatrix.top() = glm::scale(glm_ModelViewMatrix.top(), glm::vec3(7.0f, 1.0f, 7.0f));

PlaneShaderProgram.DrawPlane(Projection, glm_ModelViewMatrix.top());
}
glm_ModelViewMatrix.pop();

//------- Draw spheres
for (int i = 0; i < 10; i++)
{
for (int j = 0; j < 10; j++)
{
glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
{
glm_ModelViewMatrix.top() = glm::scale(glm_ModelViewMatrix.top(), glm::vec3(0.5f, 0.5f, 0.5f));
glm_ModelViewMatrix.top() = glm::translate(glm_ModelViewMatrix.top(), glm::vec3(p0 + i * d, 1.0f, p0 + j * d));

SphereShaderProgram.DrawSphere(Projection, glm_ModelViewMatrix.top());
}
glm_ModelViewMatrix.pop();
}
}
}
glm_ModelViewMatrix.pop();

// Swap buffers
glfwSwapBuffers(window);

// Get and organize events, like keyboard and mouse input, window resizing, etc...
glfwPollEvents();
}

// Close OpenGL window and terminate GLFW
glfwDestroyWindow(window);
// Finalize and clean up GLFW
glfwTerminate();

exit(EXIT_SUCCESS);
}

实例化平面,然后实例化球体程序,我得到以下结果(根本没有平面):

enter image description here

改变顺序,就是结果:

enter image description here

我正试图找到关于我遗漏了什么的线索,因为我不知道哪里出了问题。在使用 VAO 之前(仅使用 glVertexAttribPointerglDrawElements),一切都已正确绘制。

提前谢谢你。

最佳答案

问题在于 glVertexAttribPointer() 调用的位置。您在 LoadAtributeVariables() 方法中调用它,而该方法又从 Draw*() 方法中调用。

这确实应该是 VAO 设置的一部分,原因如下:

  • 在每次重绘时都进行调用是低效的。此调用设置属于 VAO 状态一部分的状态。这就是首先使用 VAO 的全部想法。您可以在设置期间设置一次所有这些状态,然后只需要在绘制调用之前再次绑定(bind) VAO,这将通过一次调用再次设置所有状态。
  • 在您的情况下,VBO 在您进行调用时未绑定(bind)。 glVertexAttribPointer() 设置属性以从当前绑定(bind) VBO 中提取数据,即绑定(bind)为 GL_ARRAY_BUFFER 的缓冲区。

第一个问题只是性能问题。第二个是您的代码不起作用的原因,因为在调用 glVertexAttribPointer() 时您没有绑定(bind)正确的 VBO。

要解决此问题,您只需将 LoadAtributeVariables() 调用移动到 BuildVAO() 中,位于以下位置:

// Generate and bind the vertex buffer object
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, _sphereCoordinates.size() * sizeof(float), &_sphereCoordinates[0], GL_STATIC_DRAW);

LoadAtributeVariables();

并将它从当前位置移除,这样它就不会再在每次绘制调用之前被调用。

关于c++ - 使用 VAO 在 OpenGL 中实例化顺序更改绘制,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/29756645/

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