我想在C ++中用VBO创建网格类。 该课程如下:
mesh::mesh(std::vector<Vector3d>* Vertices, std::vector<unsigned int>* Indices, std::vector<Vector2d>* TextureCoords)
{
if(Vertices) this->vertices = *Vertices;
if(Indices) this->indices = *Indices;
if(TextureCoords) this->textureCoords = *TextureCoords;
chatbox.AddMessageToQueue("vertices.size() : %d", vertices.size());
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vector3d) + textureCoords.size()*sizeof(Vector2d), 0, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.size()*sizeof(Vector3d), vertices.data());
glBufferSubData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vector3d), textureCoords.size()*sizeof(Vector2d), textureCoords.data());
glGenBuffers(1, &IND);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IND);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
}
mesh::~mesh()
{
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &IND);
}
void mesh::draw()
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexPointer(3, GL_FLOAT, 0, (void*)0);
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(sizeof(float)*3*6));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IND);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (unsigned int*)0 + 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
问题仅在于纹理坐标。我正在尝试像这样创建网格:
std::vector<unsigned int> indices;
std::vector<mesh::Vector3d> vertices;
std::vector<mesh::Vector2d> texCoords;
vertices.push_back({PosX, PosY, 1.0});
vertices.push_back({PosX + SizeX, PosY, 1.0});
vertices.push_back({PosX + SizeX, PosY + SizeY, 1.0});
vertices.push_back({PosX, PosY + SizeY, 1.0});
indices.push_back(0);
indices.push_back(1);
indices.push_back(2);
indices.push_back(0);
indices.push_back(2);
indices.push_back(3);
texCoords.push_back({0, 1});
texCoords.push_back({1, 0});
texCoords.push_back({0, 0});
texCoords.push_back({0, 1});
texCoords.push_back({1, 1});
texCoords.push_back({1, 0});
gui_checkbox = new mesh(&vertices, &indices, &texCoords);
但结果是错误的,你可以在左下图中看到(右边的图片是所需的图片):
顶点处于正交模式,因此顶点的坐标原点位于左上角,而对于纹理坐标,原点位于左下角,就像在OpenGL中一样。
答案 0 :(得分:5)
当使用索引来寻址顶点位置时,纹理坐标也会被索引。在您的情况下,这意味着您只使用texCoords中的前四个条目。奇怪的外表来自texCoords [0] == texCoords [3]。
正确的texCoords很可能是
texCoords.push_back({0, 1});
texCoords.push_back({1, 1});
texCoords.push_back({1, 0});
texCoords.push_back({0, 0});
这些可以从顶点坐标导出:只要对应的顶点具有相同的组件值,texCoords就应该在组件上具有相同的值。例如如果顶点[0] .y ==顶点[1] .y =&gt; texCoords [0] .y == texCoords [1] .y等。另外,texCoords y坐标必须翻转,因为顶点来自左上角,而texcoords则从左下角开始。
编辑:
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(sizeof(float)*3*6));
对我来说看起来不正确。这个语句告诉第一个纹理坐标在第六个vector3之后开始,但它们不应该在第四个之后开始吗? (顶点中只有4个条目):
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(sizeof(float)*3*4));