尝试使用TAO和OpenGL TK框架在C#中设置VBO:s

时间:2010-11-16 18:22:44

标签: c# opengl tao-framework

我正在尝试将我的顶点,索引和纹理点设置为VBO:s并使用我的draw方法绘制它们,所有这些都是在TAO / OpenGL TK框架下的C#中完成的。但我的屏幕只显示黑屏。我已经测试过没有VBO:s,然后它可以工作。但是凭借我的顶点,索引和纹理点,我无法成功。

我的代码:

private float[] vertices;
private byte[] indices;
private float[] texture;

private int[] mVertexBuffer;
private int[] mIndicesBuffer;
private int[] mTextureBuffer;

//...Constructor start
vertices = new float[] {
                                            -1.0f, -1.0f, 1.0f,
                                            1.0f, -1.0f, 1.0f,
                                            -1.0f, 1.0f, 1.0f,
                                            1.0f, 1.0f, 1.0f,

                                            1.0f, -1.0f, 1.0f,
                                            1.0f, -1.0f, -1.0f, 
                                            1.0f, 1.0f, 1.0f, 
                                            1.0f, 1.0f, -1.0f,

                                            1.0f, -1.0f, -1.0f, 
                                            -1.0f, -1.0f, -1.0f, 
                                            1.0f, 1.0f, -1.0f, 
                                            -1.0f, 1.0f, -1.0f,

                                            -1.0f, -1.0f, -1.0f, 
                                            -1.0f, -1.0f, 1.0f, 
                                            -1.0f, 1.0f, -1.0f, 
                                            -1.0f, 1.0f, 1.0f,

                                            -1.0f, -1.0f, -1.0f, 
                                            1.0f, -1.0f, -1.0f, 
                                            -1.0f, -1.0f, 1.0f, 
                                            1.0f, -1.0f, 1.0f,

                                            -1.0f, 1.0f, 1.0f, 
                                            1.0f, 1.0f, 1.0f, 
                                            -1.0f, 1.0f, -1.0f, 
                                            1.0f, 1.0f, -1.0f, 
                                            };

texture = new float[] {
                                                                                           0.0f, 1.0f,                                                1.0f, 1.0f,                                                0.0f, 0.0f,                                                 1.0f, 0.0f,                                                 
                                            0.0f, 1.0f, 
                                            1.0f, 1.0f, 
                                            0.0f, 0.0f, 
                                            1.0f, 0.0f, 

                                            0.0f, 1.0f, 
                                            1.0f, 1.0f, 
                                            0.0f, 0.0f, 
                                            1.0f, 0.0f, 

                                            0.0f, 1.0f, 
                                            1.0f, 1.0f, 
                                            0.0f, 0.0f, 
                                            1.0f, 0.0f, 

                                            0.0f, 1.0f, 
                                            1.0f, 1.0f, 
                                            0.0f, 0.0f, 
                                            1.0f, 0.0f, 

                                            0.0f, 1.0f, 
                                            1.0f, 1.0f, 
                                            0.0f, 0.0f, 
                                            1.0f, 0.0f,  
                                            };

indices = new byte[] {
                                            0, 1, 3, 0, 3, 2,                                                4, 5, 7, 4, 7, 6,
                                            8, 9, 11, 8, 11, 10,
                                            12, 13, 15, 12, 15, 14, 
                                            16, 17, 19, 16, 19, 18, 
                                             20, 21, 23, 20, 23, 22, 
                                            };

mVertexBuffer = new int[1];
mIndicesBuffer = new int[1];
mTextureBuffer = new int[1];

//...Constructor end

public void setBuffers() {
        gl.glGenBuffersARB(1, mVertexBuffer);
        gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, mVertexBuffer[0]);
        gl.glBufferDataARB(GL.GL_ARRAY_BUFFER_ARB,
        (IntPtr)(vertices.Length * sizeof(float)),
  vertices, GL.GL_STATIC_DRAW_ARB);

        gl.glGenBuffersARB(1, mIndicesBuffer);
        gl.glBindBufferARB(GL.GL_ELEMENT_ARRAY_BUFFER_ARB, mIndicesBuffer[0]);
        gl.glBufferDataARB(GL.GL_ELEMENT_ARRAY_BUFFER_ARB,
         (IntPtr)(indices.Length * sizeof(float)),
  indices, GL.GL_DYNAMIC_DRAW_ARB);

        gl.glGenBuffersARB(1, mTextureBuffer);
        gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, mTextureBuffer[0]);
        gl.glBufferDataARB(GL.GL_ARRAY_BUFFER_ARB,
         (IntPtr)(texture.Length * sizeof(float)),
  texture, GL.GL_STATIC_DRAW_ARB);
  }

    public void draw()
    {
        gl.glBegin(gl.GL_TRIANGLES);

        gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
        gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY);

        gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, mVertexBuffer[0]);
        gl.glVertexPointer(3, GL.GL_FLOAT, 0, mVertexBuffer);
        gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, mTextureBuffer[0]);
        gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, mTextureBuffer);

        gl.glBindBufferARB(GL.GL_ELEMENT_ARRAY_BUFFER_ARB, mIndicesBuffer[0]);

        gl.glDrawElements(GL.GL_TRIANGLES, indices.Length,
 gl.GL_UNSIGNED_BYTE, mIndicesBuffer);

        gl.glDisableClientState(GL.GL_VERTEX_ARRAY);
        gl.glDisableClientState(GL.GL_TEXTURE_COORD_ARRAY);
        gl.glEnd();

    }

顶点/索引/纹理点在我的C ++ VBO环境中有效,但不在此处。所以我猜我错过了绑定的东西。

3 个答案:

答案 0 :(得分:6)

实际上,我也一直在寻找这个星期。现在我有一个正确的工作解决方案。

要成功创建Vertex Buffer Object,您需要注意几个问题。第一个问题是人们搞砸了。 GL_INDEX_ARRAY不适用于indices。使用颜色数组平滑颜色之间的颜色时,应使用GL_INDEX_ARRAY

另一个问题是Tao framework使用IntPtr.Zero作为偏移而不是普通0。当glDrawElementsVertex Array时,您将Vertex Buffer Object调用中的最后一个参数用作GL_ARRAY_BUFFER

另一方面,看起来你将两个不同的概念混合在一起。您正在尝试将数据加载到缓冲区中,如果您使用已发布的代码,那么您将完全成功。这里的问题是你使用了错误的indices命令。对于GL_ELEMENT_ARRAY_BUFFER,您应该使用Vertex Arrays

据说我会使用标准Vertex Buffer Objects显示一个解决方案,使用public void draw() { gl.glEnableClientState(gl.GL_VERTEX_ARRAY); gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, gl.GL_FLOAT, 0, verticesArray); gl.glTexCoordPointer(2, gl.GL_FLOAT, 0, textureArray); //With Vertex Arrays, the last parameter is your pointer to your indices gl.glDrawElements(gl.GL_TRIANGLES, indices.Length, gl.GL_UNSIGNED_SHORT, indicesArray); gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY); gl.glDisableClientState(gl.GL_VERTEX_ARRAY); } 显示另一个解决方案。我希望这能解决问题。

顶点阵列

//This should be used in the constructor 
//or in another method than the draw method
mVertexBuffer = new int[1];
mTextureBuffer = new int[1];
mIndexBuffer = new int[1];

gl.glGenBuffers(1, mVertexBuffer);
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, mVertexBuffer[0]);
gl.glBufferData(gl.GL_ARRAY_BUFFER,
     (IntPtr)(verticesArray.Length * sizeof(float)),
                  verticesArray, gl.GL_STATIC_DRAW);

gl.glGenBuffers(1, mTextureBuffer);
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, mTextureBuffer[0]);
gl.glBufferData(gl.GL_ARRAY_BUFFER,
     (IntPtr)(textureArray.Length * sizeof(float)),
                  textureArray, gl.GL_STATIC_DRAW);

gl.glGenBuffers(1, mIndexBuffer);
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer[0]);
gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER,
     (IntPtr)(indicesArray.Length * sizeof(short)),
                  indicesArray, gl.GL_STATIC_DRAW);

//Your draw method
public void draw()
{     
    gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
    gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY);

    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, mVertexBuffer[0]);

    //Notice: IntPtr.Zero is used...
    gl.glVertexPointer(3, gl.GL_FLOAT, 0, IntPtr.Zero);

    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, mTextureBuffer[0]);

    //Notice: IntPtr.Zero is used...
    gl.glTexCoordPointer(2, gl.GL_FLOAT, 0, IntPtr.Zero); 
    gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer[0]);

    //Notice: IntPtr.Zero is used. Last parameter is
    //an offset using Vertex Buffer Objects and in Vertex Arrays
    //it is a pointer
    gl.glDrawElements(gl.GL_TRIANGLES, indices.Length,
             gl.GL_UNSIGNED_SHORT, IntPtr.Zero); 

    //Remember to unbind your buffer to prevent it to destroy
    //other draw calls or objects
    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0);
    gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0);

    gl.glDisableClientState(gl.GL_VERTEX_ARRAY);
    gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY);            
}

顶点缓冲区对象

{{1}}

我希望这很有用,我花了一段时间才弄清楚这一点。

答案 1 :(得分:1)

内联评论/修改。我没有设置测试这个,但它已经接近了:

public void draw()
    {
        //gl.glBegin(gl.GL_TRIANGLES);  // no glBegin/glEnd at all -- that's immediate mode

        gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
        gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY);
        gl.glEnableClientState(GL.GL_INDEX_ARRAY);  // also using index array

        gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, mVertexBuffer[0]);
        gl.glVertexPointer(3, GL.GL_FLOAT, 0, 0);  // with vertex arrays the last argument is a pointer, with VBOs it's an *offset*
        gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, mTextureBuffer[0]);
        gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, 0);  // ditto

        gl.glBindBufferARB(GL.GL_ELEMENT_ARRAY_BUFFER_ARB, mIndicesBuffer[0]);

        //gl.glDrawElements(GL.GL_TRIANGLES, indices.Length, gl.GL_UNSIGNED_BYTE, mIndicesBuffer);  // this is vertex-array style
        gl.glIndexPointer(GL.GL_UNSIGNED_BYTE, 0, 0); // as above for all pointers
        gl.glDrawArrays(GL.GL_TRIANGLES, 0, indices.length);

        // You can probably leave these enabled to save time:
        gl.glDisableClientState(GL.GL_VERTEX_ARRAY);
        gl.glDisableClientState(GL.GL_TEXTURE_COORD_ARRAY);
        gl.glDisableClientState(GL.GL_INDEX_ARRAY);            
        //gl.glEnd();

    }

答案 2 :(得分:1)

这是一个基于Shelly答案的工人阶级示例:

class Vbo {
    private float[] vertices;
    private ushort[] indices;
    private float[] texture;

    private int[] mVertexBuffer;
    private int[] mIndicesBuffer;
    private int[] mTextureBuffer;

    public Vbo() {
        vertices = new float[] {
                                        -1.0f, -1.0f, 1.0f,
                                        1.0f, -1.0f, 1.0f,
                                        -1.0f, 1.0f, 1.0f,
                                        1.0f, 1.0f, 1.0f,

                                        1.0f, -1.0f, 1.0f,
                                        1.0f, -1.0f, -1.0f, 
                                        1.0f, 1.0f, 1.0f, 
                                        1.0f, 1.0f, -1.0f,

                                        1.0f, -1.0f, -1.0f, 
                                        -1.0f, -1.0f, -1.0f, 
                                        1.0f, 1.0f, -1.0f, 
                                        -1.0f, 1.0f, -1.0f,

                                        -1.0f, -1.0f, -1.0f, 
                                        -1.0f, -1.0f, 1.0f, 
                                        -1.0f, 1.0f, -1.0f, 
                                        -1.0f, 1.0f, 1.0f,

                                        -1.0f, -1.0f, -1.0f, 
                                        1.0f, -1.0f, -1.0f, 
                                        -1.0f, -1.0f, 1.0f, 
                                        1.0f, -1.0f, 1.0f,

                                        -1.0f, 1.0f, 1.0f, 
                                        1.0f, 1.0f, 1.0f, 
                                        -1.0f, 1.0f, -1.0f, 
                                        1.0f, 1.0f, -1.0f, 
                                        };

        texture = new float[] {
                                                                                       0.0f, 1.0f,                                                1.0f, 1.0f,                                                0.0f, 0.0f,                                                 1.0f, 0.0f,                                                 
                                        0.0f, 1.0f, 
                                        1.0f, 1.0f, 
                                        0.0f, 0.0f, 
                                        1.0f, 0.0f, 

                                        0.0f, 1.0f, 
                                        1.0f, 1.0f, 
                                        0.0f, 0.0f, 
                                        1.0f, 0.0f, 

                                        0.0f, 1.0f, 
                                        1.0f, 1.0f, 
                                        0.0f, 0.0f, 
                                        1.0f, 0.0f, 

                                        0.0f, 1.0f, 
                                        1.0f, 1.0f, 
                                        0.0f, 0.0f, 
                                        1.0f, 0.0f, 

                                        0.0f, 1.0f, 
                                        1.0f, 1.0f, 
                                        0.0f, 0.0f, 
                                        1.0f, 0.0f,  
                                        };

        indices = new ushort[] {
                                        0, 1, 3, 0, 3, 2,                                                4, 5, 7, 4, 7, 6,
                                        8, 9, 11, 8, 11, 10,
                                        12, 13, 15, 12, 15, 14, 
                                        16, 17, 19, 16, 19, 18, 
                                         20, 21, 23, 20, 23, 22, 
                                        };

        for (int i = 0; i < vertices.Length; i++) {
            vertices[i] *= 2;
        }

        mVertexBuffer = new int[1];
        mIndicesBuffer = new int[1];
        mTextureBuffer = new int[1];



        Gl.glGenBuffers(1, mVertexBuffer);
        Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, mVertexBuffer[0]);
        Gl.glBufferData(Gl.GL_ARRAY_BUFFER,
             (IntPtr)(vertices.Length * sizeof(float)),
                          vertices, Gl.GL_STATIC_DRAW);

        Gl.glGenBuffers(1, mTextureBuffer);
        Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, mTextureBuffer[0]);
        Gl.glBufferData(Gl.GL_ARRAY_BUFFER,
             (IntPtr)(texture.Length * sizeof(float)),
                          texture, Gl.GL_STATIC_DRAW);

        Gl.glGenBuffers(1, mIndicesBuffer);
        Gl.glBindBuffer(Gl.GL_ELEMENT_ARRAY_BUFFER, mIndicesBuffer[0]);
        Gl.glBufferData(Gl.GL_ELEMENT_ARRAY_BUFFER,
             (IntPtr)(indices.Length * sizeof(ushort)),
                          indices, Gl.GL_STATIC_DRAW);   
    }

    public void Render() {
        Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
        Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY);

        Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, mVertexBuffer[0]);

        //Notice: IntPtr.Zero is used...
        Gl.glVertexPointer(3, Gl.GL_FLOAT, 0, IntPtr.Zero);

        Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, mTextureBuffer[0]);

        //Notice: IntPtr.Zero is used...
        Gl.glTexCoordPointer(2, Gl.GL_FLOAT, 0, IntPtr.Zero);
        Gl.glBindBuffer(Gl.GL_ELEMENT_ARRAY_BUFFER, mIndicesBuffer[0]);

        //Notice: IntPtr.Zero is used. Last parameter is
        //an offset using Vertex Buffer Objects and in Vertex Arrays
        //it is a pointer
        Gl.glDrawElements(Gl.GL_TRIANGLES, indices.Length, Gl.GL_UNSIGNED_SHORT, IntPtr.Zero);

        //Remember to unbind your buffer to prevent it to destroy
        //other draw calls or objects
        Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, 0);
        Gl.glBindBuffer(Gl.GL_ELEMENT_ARRAY_BUFFER, 0);

        Gl.glDisableClientState(Gl.GL_VERTEX_ARRAY);
        Gl.glDisableClientState(Gl.GL_TEXTURE_COORD_ARRAY); 
    }
}