我开始学习OpenGL。我可以加载.obj模型并使用elementBuffer绘制它。但我一直试图尝试两种不同的模型。我想要绘制的模型是在Entity类中。 我能找到的大多数教程只展示了如何加载和绘制sinlge模型。没有解释(在某种程度上我可以找到/至少理解)如何处理多个模型。
这是我的所有代码:
public static void main(String[] args) throws LWJGLException, IOException
{
PixelFormat pixelFormat = new PixelFormat();
ContextAttribs contextAtrributes = new ContextAttribs(3, 2);
contextAtrributes.withForwardCompatible(true);
contextAtrributes.withProfileCore(true);
Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
Display.setTitle("Textured quad!");
Display.create(pixelFormat, contextAtrributes);
Mouse.create();
Mouse.setGrabbed(true);
Keyboard.create();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
entity = new Entity("planeTex.obj");
entity2 = new Entity("modelTex2.obj");
Shaders.load();
Textures.load();
Camera.create(new Vector3f(0, 1, -0.75f), new Vector3f(-50, 0, 20), HEIGHT, WIDTH);
while (!Display.isCloseRequested())
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
entity.draw();
entity2.draw();
Display.update();
Display.sync(60);
}
}
public class Entity
{
private int vao, vbo, ebo;
private int elementSize;
public Entity(String name)
{
vao = glGenVertexArrays();
glBindVertexArray(vao);
vbo = glGenBuffers();
*Load vertex data into buffer*
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
ebo = glGenBuffers();
*load data into elementBuffer*
*Set elementSize to the element count*
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementBuffer, GL_STATIC_DRAW);
}
public void draw()
{
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glDrawElements(GL_TRIANGLES, elementSize, GL_UNSIGNED_INT, 0);
}
}
public class Shaders
{
public static int vertexShader, fragmentShader;
public static int shaderProgram;
public static int uniTrans;
public static void load()
{
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, loadFile("vertex.shader"));
glCompileShader(vertexShader);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, loadFile("fragment.shader"));
glCompileShader(fragmentShader);
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outColor");
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
// Specify the layout of the vertex data
int posAttrib = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, false, (Float.SIZE / 8) * 8, 0);
int colAttrib = glGetAttribLocation(shaderProgram, "color");
glEnableVertexAttribArray(colAttrib);
glVertexAttribPointer(colAttrib, 3, GL_FLOAT, false, (Float.SIZE / 8) * 8, (Float.SIZE / 8) * 3);
int texAttrib = glGetAttribLocation(shaderProgram, "texcoord");
glEnableVertexAttribArray(texAttrib);
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, false, (Float.SIZE / 8) * 8, (Float.SIZE / 8) * 6);
uniTrans = glGetUniformLocation(Shaders.shaderProgram, "model");
}
}
结果是只绘制最后创建的Entity对象。无论抽奖顺序如何。
答案 0 :(得分:0)
好吧,我通过放置这个块来修复它 //指定顶点数据的布局 int posAttrib = glGetAttribLocation(Shaders.shaderProgram,“position”); glEnableVertexAttribArray(posAttrib); glVertexAttribPointer(posAttrib,3,GL_FLOAT,false,(Float.SIZE / 8)* 8,0);
int colAttrib = glGetAttribLocation(Shaders.shaderProgram, "color");
glEnableVertexAttribArray(colAttrib);
glVertexAttribPointer(colAttrib, 3, GL_FLOAT, false, (Float.SIZE / 8) * 8, (Float.SIZE / 8) * 3);
int texAttrib = glGetAttribLocation(Shaders.shaderProgram, "texcoord");
glEnableVertexAttribArray(texAttrib);
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, false, (Float.SIZE / 8) * 8, (Float.SIZE / 8) * 6);
在glDrawElements方法之前的实体类中绘制循环。将块放在其他地方会导致程序崩溃:
“禁用阵列缓冲区对象时无法使用偏移”
否则它根本就不会画任何东西。我从NicolBolas那里得到了我应该把它放在Entity构造函数中的感觉,但正如我所说,它在任何地方都无效。