我一直在youtube上关注BennyBox的3D游戏引擎教程系列。由于计算速度的原因,这个系列是用java完成的,我喜欢c ++,我按照教程一直到#15开始使用glDrawElements而不是glDrawArrays。直到现在在教程中我一直很好地将他的java代码转换为c ++,但现在我可以绘制任何东西,opengl给我没有错误。我几乎可以肯定问题是缓冲opengl的数据或告诉opengl如何缓冲数据。这是我的代码。
mainGame.cpp:
INIT:
glClearColor(0.1f, 0.0f, 0.5f, 0.0f);
glFrontFace(GL_CW);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_FRAMEBUFFER_SRGB);
vector<Vertex> vertices;
vertices.push_back(glm::vec3(-1, 1, 0));
vertices.push_back(glm::vec3(0, -0.5f, 0));
vertices.push_back(glm::vec3(-1, -1, 0));
vertices.push_back(glm::vec3(1, 1, 0));
vertices.push_back(glm::vec3(1, -1, 0));
vertices.push_back(glm::vec3(0, 0.5, 0));
vector<unsigned short> indices;
indices.push_back(0);
indices.push_back(1);
indices.push_back(2);
indices.push_back(3);
indices.push_back(4);
indices.push_back(5);
mesh.meshInit();
mesh.addVerticies(vertices, indices);
mesh.draw();
gameLoop:
while (_gameState != GameState::EXIT) {
processInput();
updateScene();
drawScene();
if (_TEST)
{
GLenum err;
while ((err = glGetError()) != GL_NO_ERROR) {
cout << "OpenGL error: " << err << endl;
}
}
}
processInput()当前影响与opengl绘图无关,并且updateScene()仅清除屏幕,并更新转换对象,但这不是问题。我知道,因为我试着评论那个部分,并且没有任何东西仍然由opengl渲染/绘制。
drawScene:
shader.bind();
shader.setUniform("translation", transform.getTransformation());
mesh.draw();
SDL_GL_SwapWindow(_window);
以下是网格类的功能,我相信我没有发送正确的信息。
mesh.cpp:
void Mesh::meshInit()
{
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &IBO);
glGenBuffers(1, &VBO);
}
void Mesh::addVerticies(vector<Vertex> vertices, vector<unsigned short> indices)
{
_indices = &indices[0];
_vSize = vertices.size() * sizeof(float);
_iSize = indices.size() * sizeof(unsigned short);
if (_TEST) {
cout << "size of verticies: " << _vSize << endl;
cout << "size of indices: " << _iSize << endl;
cout << "number of verticies: " << vertices.size() << endl;
cout << "number of indices: " << indices.size() << endl;
for (int i = 0; i < vertices.size() ; i++)
{
cout << vertices[i].getPos().x << " ";
cout << vertices[i].getPos().y << " ";
cout << vertices[i].getPos().z << " ";
cout << "\n";
}
}
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, _vSize, &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _iSize, &indices[0], GL_STATIC_DRAW);
}
int vertexAtribStride = Vertex::SIZE * sizeof(float);
void Mesh::draw()
{
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, vertexAtribStride, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glDrawElements(GL_TRIANGLES, _iSize, GL_INT, _indices);
glDisableVertexAttribArray(0);
}
答案 0 :(得分:2)
glDrawElements的第三个参数应该是GL_UNSIGNED_SHORT,最后一个参数应该是0,因为它是GL_ELEMENT_ARRAY_BUFFER开头的偏移量。除此之外我不知道Vertex :: SIZE是什么,但由于你只有一个属性,你可以将glVertexAttribPointer的步幅设置为0,这样OpenGL就会认为它们是紧包(它们是)