我正在编写一个Opengl游戏但是我在使用Opengl缓冲区时遇到了一些问题。
我的旧代码有效(但有很多CPU消耗和低fps)看起来像这样:
void Terrain::drawObject(sf::RenderWindow* window)
{
float scale = 5.0f / max(width_ - 1, length_ - 1);
glScalef(scale, scale, scale);
glTranslatef(-(float) (width_ - 1) / 2, 0.0f, -(float) (length_ - 1) / 2);
bool texture = true;
for (int z = 0; z < width_ - 1; z++) {
//Makes OpenGL draw a triangle at every three consecutive vertices
if (getHeight(0, z) > 15)
{
glBindTexture(GL_TEXTURE_2D, textures_.find(Layer::High)->second);
}
else
{
glBindTexture(GL_TEXTURE_2D, textures_.find(Layer::Mid)->second);
}
glBegin(GL_TRIANGLE_STRIP);
for (int x = 0; x < width_; x++) {
sf::Vector3f normal = getNormal(x, z);
glNormal3f(normal.x, normal.y, normal.z);
if (texture)
{
glTexCoord2f(0, 0);
}
else
{
glTexCoord2f(1, 0);
}
glVertex3f((GLfloat) x, (GLfloat) getHeight(x, z), (GLfloat) z);
normal = getNormal(x, z + 1);
glNormal3f(normal.x, normal.y, normal.z);
if (texture)
{
glTexCoord2f(0, 1);
texture = !texture;
}
else
{
glTexCoord2f(1, 1);
texture = !texture;
}
glVertex3f((GLfloat) x, (GLfloat) getHeight(x, z + 1), (GLfloat) z + 1);
}
glEnd();
}
}
现在我已经更改了我的代码以获得更高的fps。我使用Opengl缓冲区来获得它。但是当我使用它们时,屏幕上的所有内容都已损坏。我现在使用以下源代码:
void Terrain::drawObject(sf::RenderWindow* window)
{
if (!buffersCreated_)
{
createBuffers();
buffersCreated_ = true;
}
float scale = 5.0f / max(width_ - 1, length_ - 1);
glScalef(scale, scale, scale);
glTranslatef(-(float) (width_ - 1) / 2, 0.0f, -(float) (length_ - 1) / 2);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textures_.find(Layer::Mid)->second);
glBindBuffer(GL_ARRAY_BUFFER, textCoordBuffer_);
glTexCoordPointer(2, GL_FLOAT, 0, (char *) NULL);
glEnableClientState(GL_NORMAL_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, normalBuffer_);
glNormalPointer(GL_FLOAT, 0, (char *) NULL);
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer_);
glVertexPointer(3, GL_FLOAT, 0, (char *) NULL);
glDrawArrays(GL_TRIANGLE_STRIP, 0, vhVertexCount);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
void Terrain::createBuffers()
{
vhVertexCount = (int) (width_ * length_ * 6) / (1 * 1);
sf::Vector3f* vhVertices = new sf::Vector3f[vhVertexCount];
sf::Vector3f* vhNormal = new sf::Vector3f[vhVertexCount];
sf::Vector2i* vhTexCoords = new sf::Vector2i[vhVertexCount];
bool texture = true;
int nIndex = 0;
for (int z = 0; z < length_ - 1; z++) {
for (int x = 0; x < width_; x++) {
sf::Vector3f normal = getNormal(x, z);
if (texture)
{
vhTexCoords[nIndex] = sf::Vector2i(0, 0);
}
else
{
vhTexCoords[nIndex] = sf::Vector2i(1, 0);
}
vhVertices[nIndex] = sf::Vector3f((float) x, getHeight(x, z), (float) z);
vhNormal[nIndex] = sf::Vector3f(normal.x, normal.y, normal.z);
nIndex++;
normal = getNormal(x, z + 1);
if (texture)
{
vhTexCoords[nIndex] = sf::Vector2i(0, 1);
}
else
{
vhTexCoords[nIndex] = sf::Vector2i(1, 1);
}
vhVertices[nIndex] = sf::Vector3f((float) x, getHeight(x, z + 1), (float) z + 1);
vhNormal[nIndex] = sf::Vector3f(normal.x, normal.y, normal.z);
nIndex++;
}
}
glGenBuffers(1, &vertexBuffer_);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer_);
glBufferData(GL_ARRAY_BUFFER, vhVertexCount * sizeof(sf::Vector3f), vhVertices, GL_STATIC_DRAW);
glGenBuffers(1, &normalBuffer_);
glBindBuffer(GL_ARRAY_BUFFER, normalBuffer_);
glBufferData(GL_ARRAY_BUFFER, vhVertexCount * sizeof(sf::Vector3f), vhNormal, GL_STATIC_DRAW);
glGenBuffers(1, &textCoordBuffer_);
glBindBuffer(GL_ARRAY_BUFFER, textCoordBuffer_);
glBufferData(GL_ARRAY_BUFFER, vhVertexCount * sizeof(sf::Vector2i), vhTexCoords, GL_STATIC_DRAW);
delete [] vhVertices;
vhVertices = nullptr;
delete [] vhNormal;
vhNormal = nullptr;
delete [] vhTexCoords;
vhTexCoords = nullptr;
}
我使用SFML创建窗口并渲染2D内容,如左下角的菜单。 用Opengl渲染SFML内容的代码如下:
void GameEngine::gameDraw()
{
// Clear the depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
if (camera_ != nullptr)
{
camera_->drawCamera();
}
openglObjectsMutex_.lock();
for (OpenglObject* openglObject : openglObjects_)
{
openglObject->drawObject(window_);
}
openglObjectsMutex_.unlock();
window_->pushGLStates();
sfmlObjectsMutex_.lock();
for (SfmlObject * gameObject : sfmlObjects_)
{
gameObject->drawObject(window_);
}
sfmlObjectsMutex_.unlock();
window_->popGLStates();
}
有人发现缓冲区代码有问题吗?
上面的图像是正确的,但fps很低。 将源更改为使用缓冲区后,我得到了下面的图像。
答案 0 :(得分:1)
SFML但它只能保存/恢复OpenGL 2.x状态。我们必须禁用我们在+ 3.x状态下启用的功能。它的工作原理是:
固定添加在自己绘图的末尾,如:
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
glBindTexture( GL_TEXTURE_2D, 0 );
glDisableVertexAttribArray( 0 );
glUseProgram( 0 );