我正在尝试使用OpenGL创建一个平面,在某种程度上代码可以工作但我在一些索引上得到了奇怪的结果。我将尽力解释我的代码,它是我的代码和我在网上找到的代码的混合。
MAIN:
所有设置都在main中进行,因此函数将知道所需的所有值
float zoom = 6.0f;
float vertical = 1.2f;
float horizontal = 1.2f;
const int planeWidth = 4; //columns
const int planeHeight = 2; //rows
const int totalVertices = (planeWidth + 1) * (planeHeight + 1);
//GLfloat* vertices = new GLfloat[totalVertices];
GLfloat vertices[totalVertices] = { 0.0 };
const int indPerRow = planeWidth * 2 + 2;
const int indDegenReq = (planeHeight - 1) * 2;
const int totalIndices = indPerRow * planeWidth + indDegenReq;
//GLuint* indices = new GLuint[totalIndices];
GLuint indices[totalIndices] = { 0 };
GLfloat texCoords[totalVertices] = { 0 };
makePlane(planeWidth, planeHeight, vertices, indices, texCoords);
功能:
第一个for循环创建顶点,第二个循环创建索引
void makePlane(int width, int height, GLfloat *vertices, GLuint *indices)
{
width++; //columns
height++; //rows
int size = sizeof(GLfloat);
for (int y = 0; y < height; y++)
{
int base = y * width;
for (int x = 0; x < width; x++)
{
int index = (base + x) * 2;
vertices[index] = (float)x;
vertices[index +1] = (float)y;
}
}
int i = 0;
height--;
for (int y = 0; y < height; y++)
{
int base = y * width;
for (int x = 0; x < width; x++)
{
indices[i++] = base + x;
indices[i++] = base + width + x;
}
if (y < height - 1)
{
indices[i++] = ((y + 1) * width + (width - 1));
indices[i++] = ((y + 1) * width);
}
}
}
结果:
4 x 2
指数0,5,1,6,2,7,3,8,4,9,5,5,10,6,11,7,12,8,13,9,14,0, 0,0,0,0,0,...} unsigned int [42]
它确实有22个值,然后其余为零。
任何想法为什么?
答案 0 :(得分:0)
我认为你的循环需要看起来像这样(谨防未经测试:)。基本上认为它是循环四边形并输出三角形对的索引。
for (int y = 0; y < height; y++)
{
unsigned int base = y * width;
unsigned int top = base + width;
for (int x = 0; x < (width-1); x++)
{
indices[i++] = base + x;
indices[i++] = top + x;
indices[i++] = top + x + 1;
indices[i++] = top + x + 1;
indices[i++] = base + x + 1;
indices[i++] = base + x;
}
}
答案 1 :(得分:0)
我意识到顶点是从下到上创建的,并且索引被排序为从上到下创建三角形。所以我改变了循环创建的顶点。
int index = 0;
for (int y = height; y >= 0; y--)
{
for (int x = 0; x <= width; x++)
{
vertices[index] = ((float)x/4)-0.5;
vertices[index +1] = ((float)y/4)-0.5;
vertices[index + 2] = 0.0f;
index += 3;
}
}
它从左上角到右下角创建顶点。指数的循环保持不变:
int i = 0;
++width;
GLuint indices2[170] = { 0 };
for (int y = 0; y < height; y++)
{
int base = y * width;
for (int x = 0; x < width; x++)
{
indices[i++] = base + x;
indices[i++] = base + width + x;
}
if (y < height - 1)
{
indices[i++] = ((y + 1) * width + (width - 1));
indices[i++] = ((y + 1) * width);
}
}