所以,过去一周半,我一直在研究这个.OBJ / .MTL网格解析器。在这段时间里,我一直在追踪/修复很多错误,清理代码,记录代码等等。
问题在于,我修复的每一个错误都会出现这个问题,因为一张图片胜过千言万语......
使用GL_LINE_LOOP
(注意:右边的金字塔从球体向外倾斜是这里的问题)
使用GL_TRIANGLES
更有趣的是,这个“坏”的顶点数据在浮动场景时似乎与相机一起移动......除了它在网格外部缩放和粘住。
这里奇怪的是,虽然我确定这个问题与内存有关,但我一直在检查与解析算法是否正常工作相矛盾的问题。经过一些单元测试后,它似乎工作正常。
所以,我认为它可能是Linux nVidia驱动程序问题。我将驱动程序更新到下一个版本,重新启动,但仍然没有骰子。
经过深思熟虑后,我一直试图在以下代码中找到错误。
//! every 3 vertices should represent a triangle, therefore we'll want to
//! use the indices to grab their corresponding vertices. Since the cross product
//! of two sides of every triangle (where one side = Vn - Vm, 'n' and 'm' being on the range of 1..3),
//! we first grab the three vertices, and then compute the normal using the their differences.
const uInt32 length = mesh->vertices.size();
//! declare a pointer to the vector so we can perform simple
//! memory copies to get the indices for each triangle within the
//! iteration.
GLuint* const pIndexBuf = &mesh->indices[ 0 ];
for ( uInt32 i = 0; i < length; i += 3 )
{
GLuint thisTriIndices[ 3 ];
memcpy( thisTriIndices, pIndexBuf + i, sizeof( GLuint ) * 3 );
vec3 vertexOne = vec3( mesh->vertices[ thisTriIndices[ 0 ] ] );
vec3 vertexTwo = vec3( mesh->vertices[ thisTriIndices[ 1 ] ] );
vec3 vertexThree = vec3( mesh->vertices[ thisTriIndices[ 2 ] ] );
vec3 sideOne = vertexTwo - vertexOne;
vec3 sideTwo = vertexThree - vertexOne;
vec3 surfaceNormal = glm::cross( sideOne, sideTwo );
mesh->normals.push_back( surfaceNormal );
}
图片中显示的当前图像甚至没有正常数据,因此想法是为它计算表面法线,因此上面的代码。虽然我已经做了一些检查以查看索引数据是否在循环中正确加载,但我还没有找到任何东西。
我认为我记忆的方式也可能存在问题,但我无法完全理解问题所在。如果我错过了什么,我会抛出我的glVertexAttribPointer调用:
//! Gen some buf handles
glGenBuffers( NUM_BUFFERS_PER_MESH, mesh->buffers );
//! Load the respective buffer data for the mesh
__LoadVec4Buffer( mesh->buffers[ BUFFER_VERTEX ], mesh->vertices ); //! positons
__LoadVec4Buffer( mesh->buffers[ BUFFER_COLOR ], mesh->colors ); //! material colors
__LoadVec3Buffer( mesh->buffers[ BUFFER_NORMAL ], mesh->normals ); //! normals
__LoadIndexBuffer( mesh->buffers[ BUFFER_INDEX ], mesh->indices ); //! indices
//! assign the vertex array a value
glGenVertexArrays( 1, &mesh->vertexArray );
//! Specify the memory layout for each attribute
glBindVertexArray( mesh->vertexArray );
//! Position and color are both stored in BUFFER_VERTEX.
glBindBuffer( GL_ARRAY_BUFFER, mesh->buffers[ BUFFER_VERTEX ] );
glEnableVertexAttribArray( meshProgram->attributes[ "position" ] );
glVertexAttribPointer( meshProgram->attributes[ "position" ], //! index
4, //! num vals
GL_FLOAT, GL_FALSE, //! value type, normalized?
sizeof( vec4 ), //! number of bytes until next value in the buffer
( void* ) 0 ); //! offset of the memory in the buffer
glBindBuffer( GL_ARRAY_BUFFER, mesh->buffers[ BUFFER_COLOR ] );
glEnableVertexAttribArray( meshProgram->attributes[ "color" ] );
glVertexAttribPointer( meshProgram->attributes[ "color" ],
4,
GL_FLOAT, GL_FALSE,
sizeof( vec4 ),
( void* ) 0 );
//! Now we specify the layout for the normals
glBindBuffer( GL_ARRAY_BUFFER, mesh->buffers[ BUFFER_NORMAL ] );
glEnableVertexAttribArray( meshProgram->attributes[ "normal" ] );
glVertexAttribPointer( meshProgram->attributes[ "normal" ],
3,
GL_FLOAT, GL_FALSE,
sizeof( vec3 ),
( void* )0 );
//! Include the index buffer within the vertex array
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->buffers[ BUFFER_INDEX ] );
glBindVertexArray( 0 );
至少在正确方向上的任何一点都会受到赞赏:我不知道这些问题的常见原因是什么。
修改:根据要求发布绘制代码
glBindVertexArray( mMeshes[ i ]->vertexArray );
UBO::LoadMatrix4( UBO::MATRIX_MODELVIEW, modelView.top() );
UBO::LoadMatrix4( UBO::MATRIX_PROJECTION, camera.projection() );
glDrawElements( GL_TRIANGLES, mMeshes[ i ]->indices.size(), GL_UNSIGNED_INT, ( void* )0 );
glBindVertexArray( 0 );
答案 0 :(得分:0)
我找到了最后的罪魁祸首,结合@ radical7的建议,这些解决了大部分问题。
// round mesh->indices.size() down if it's not already divisible by 3.
// the rounded value is stored in numTris
std::vector< vec4 > newVertices;
uInt32 indicesLen = Math_FloorForMultiple( mesh->indices.size(), 3 );
// declare a pointer to the vector so we can perform simple
// memory copies to get the indices for each triangle within the
// iteration.
newVertices.reserve( indicesLen );
const GLuint* const pIndexBuf = &mesh->indices[ 0 ];
for ( uInt32 i = 0; i < indicesLen; i += 3 )
{
const GLuint* const thisTriIndices = pIndexBuf + i;
vec4 vertexOne = mesh->vertices[ thisTriIndices[ 0 ] - 1 ];
vec4 vertexTwo = mesh->vertices[ thisTriIndices[ 1 ] - 1 ];
vec4 vertexThree = mesh->vertices[ thisTriIndices[ 2 ] - 1 ];
vec4 sideOne = vertexTwo - vertexOne;
vec4 sideTwo = vertexThree - vertexOne;
vec3 surfaceNormal = glm::cross( vec3( sideOne ), vec3( sideTwo ) );
mesh->normals.push_back( surfaceNormal );
mesh->normals.push_back( surfaceNormal + vec3( sideOne ) );
mesh->normals.push_back( surfaceNormal + vec3( sideTwo ) );
newVertices.push_back( vertexOne );
newVertices.push_back( vertexTwo );
newVertices.push_back( vertexThree );
}
mesh->vertices.clear();
mesh->vertices = newVertices;
请注意,当在循环中抓取顶点时,通过调用mesh->vertices[ thisTriIndices[ x ] - 1 ]
,- 1
非常重要:OBJ网格文件存储从1 ... N个索引开始的面部索引,而不是0 .... N-1指数。
索引本身也不应该用于绘制网格,而是用作从已经临时的顶点缓冲区获取顶点的新缓冲区的方法:使用索引访问临时顶点内的元素,然后对于从临时缓冲区获得的每个顶点,您将该顶点添加到新缓冲区。这样,您将获得以正确的绘制顺序指定的顶点数。因此,您只想使用顶点数组绘制它们。