我已将顶点,颜色,法线和纹理坐标上传到单个VBO中,该VBO与VAO相关联。我还有一个EBO与存储索引的相同VAO相关联。我也在使用SDL和OpenGL 3.3(核心配置文件上下文,使用SDL设置)。
起初,我的模型似乎很好。然后大概8秒左右,看起来数据被破坏了。
以下是视频:https://youtu.be/eEiH3EFTPFk
每一帧我都是从OpenGL中提取数据(使用glGetNamedBufferSubData
)并将其与应该的数据进行比较,一切似乎都要检查。
有谁知道这里可能会发生什么?我很感激你们能提供的任何见解。
以下是我加载模型数据的代码:
struct Vbo
{
GLuint id;
};
struct Ebo
{
GLuint id;
GLenum mode;
GLsizei count;
GLenum type;
};
struct Vao
{
GLuint id;
Vbo vbo[4];
Ebo ebo;
};
// ...
MeshId GraphicsEngine::createStaticMesh(
std::vector<glm::vec3> vertices,
std::vector<glm::detail::uint32> indices,
std::vector<glm::vec4> colors,
std::vector<glm::vec3> normals,
std::vector<glm::vec2> textureCoordinates
)
{
Vao vao;
glGenVertexArrays(1, &vao.id);
glGenBuffers(1, &vao.vbo[0].id);
glGenBuffers(1, &vao.ebo.id);
auto size = vertices.size() * sizeof(glm::vec3);
size += colors.size() * sizeof(glm::vec4);
size += normals.size() * sizeof(glm::vec3);
size += textureCoordinates.size() * sizeof(glm::vec2);
glBindVertexArray(vao.id);
glBindBuffer(GL_ARRAY_BUFFER, vao.vbo[0].id);
glBufferData(GL_ARRAY_BUFFER, size, nullptr, GL_STATIC_DRAW);
auto offset = 0;
glBufferSubData(GL_ARRAY_BUFFER, offset, vertices.size() * sizeof(glm::vec3), &vertices[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
offset += vertices.size() * sizeof(glm::vec3);
glBufferSubData(GL_ARRAY_BUFFER, offset, colors.size() * sizeof(glm::vec4), &colors[0]);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (GLvoid*)(offset));
glEnableVertexAttribArray(1);
offset += colors.size() * sizeof(glm::vec4);
glBufferSubData(GL_ARRAY_BUFFER, offset, normals.size() * sizeof(glm::vec3), &normals[0]);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)(offset));
glEnableVertexAttribArray(2);
offset += normals.size() * sizeof(glm::vec3);
glBufferSubData(GL_ARRAY_BUFFER, offset, textureCoordinates.size() * sizeof(glm::vec2), &textureCoordinates[0]);
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)(offset));
glEnableVertexAttribArray(3);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao.ebo.id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(glm::detail::uint32), &indices[0], GL_STATIC_DRAW);
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
vao.ebo.count = indices.size();
vao.ebo.mode = GL_TRIANGLES;
vao.ebo.type = GL_UNSIGNED_INT;
vertexArrayObjects_.push_back(vao);
auto index = vertexArrayObjects_.size() - 1;
return MeshId(index);
}
以下是执行渲染的代码:
// Setup camera
const glm::quat temp = glm::conjugate(camera_.orientation);
view_ = glm::mat4_cast(temp);
view_ = glm::translate(view_, glm::vec3(-camera_.position.x, -camera_.position.y, -camera_.position.z));
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shaderProgram_);
const int modelMatrixLocation = glGetUniformLocation(shaderProgram_, "modelMatrix");
const int pvmMatrixLocation = glGetUniformLocation(shaderProgram_, "pvmMatrix");
const int normalMatrixLocation = glGetUniformLocation(shaderProgram_, "normalMatrix");
glm::detail::uint32 i = 0;
for ( const auto& r : renderables_ )
{
const auto& graphicsData = graphicsData_[i];
glm::mat4 newModel = glm::translate(model_, graphicsData.position);
newModel = newModel * glm::mat4_cast( graphicsData.orientation );
newModel = glm::scale(newModel, graphicsData.scale);
// Send uniform variable values to the shader
const glm::mat4 pvmMatrix(projection_ * view_ * newModel);
glUniformMatrix4fv(pvmMatrixLocation, 1, GL_FALSE, &pvmMatrix[0][0]);
glm::mat3 normalMatrix = glm::inverse(glm::transpose(glm::mat3(view_ * newModel)));
glUniformMatrix3fv(normalMatrixLocation, 1, GL_FALSE, &normalMatrix[0][0]);
glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, &newModel[0][0]);
glBindTexture(GL_TEXTURE_2D, r.texture.id);
glBindVertexArray(r.vao.id);
glDrawElements(r.vao.ebo.mode, r.vao.ebo.count, r.vao.ebo.type, 0);
glBindVertexArray(0);
i++;
}
片段着色器:
#version 330 core
in vec4 ourColor;
in vec2 texCoord;
out vec4 color;
uniform sampler2D ourTexture;
void main()
{
color = texture(ourTexture, texCoord);
}
顶点着色器:
#version 330 core
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
uniform mat4 pvmMatrix;
uniform mat3 normalMatrix;
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in vec3 normal;
layout (location = 3) in vec2 textureCoordinate;
out vec4 ourColor;
out vec2 texCoord;
void main()
{
//gl_Position = vec4(position, 1.0);
gl_Position = pvmMatrix * vec4(position, 1.0);
ourColor = color;
texCoord = textureCoordinate;
}
答案 0 :(得分:0)
根据@MichaelNastenkos的评论,我在渲染代码之前添加了glEnable(GL_DEPTH_TEST);
,似乎解决了这个问题。