我的体素引擎块不会因某些奇怪的原因而被绘制。我在RenderDoc中调试过,一切似乎都很好。我开始认为我设置我的功能有些不对劲。
以下是代码:
void Chunk::createMesh() // called once, right before the render loop
{
int i = 0;
this->shader.loadShader("chunk.vs", "chunk.fs");
for (int x = 0; x < CHUNK_SIZE; x++)
{
for (int y = 0; y < CHUNK_HEIGHT; y++)
{
for (int z = 0; z < CHUNK_SIZE; z++)
{
GLuint currentBlock = this->blockCur[x][y][z];
this->vertex[i++] = byte4(x, y, z, currentBlock);
this->vertex[i++] = byte4(x, y, z + 1, currentBlock);
this->vertex[i++] = byte4(x, y + 1, z, currentBlock);
this->vertex[i++] = byte4(x, y + 1, z, currentBlock);
this->vertex[i++] = byte4(x, y, z + 1, currentBlock);
this->vertex[i++] = byte4(x, y + 1, z + 1, currentBlock);
// View from positive x
this->vertex[i++] = byte4(x + 1, y, z, currentBlock);
this->vertex[i++] = byte4(x + 1, y + 1, z, currentBlock);
this->vertex[i++] = byte4(x + 1, y, z + 1, currentBlock);
this->vertex[i++] = byte4(x + 1, y + 1, z, currentBlock);
this->vertex[i++] = byte4(x + 1, y + 1, z + 1, currentBlock);
this->vertex[i++] = byte4(x + 1, y, z + 1, currentBlock);
currentBlock++;
}
}
}
this->elements = i;
glGenVertexArrays(1, &this->vao);
glBindVertexArray(this->vao);
glGenBuffers(1, &this->vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, this->elements * sizeof(this->vertex), this->vertex, GL_STATIC_DRAW);
glGenBuffers(1, &cubeColor);
glBindBuffer(GL_ARRAY_BUFFER, cubeColor);
glBufferData(GL_ARRAY_BUFFER, sizeof(color), color, GL_STATIC_DRAW);
this->attribCoord3dChunk = glGetAttribLocation(this->shader.program, "coord3d");
this->attribMVPChunk = glGetUniformLocation(this->shader.program, "mvp");
this->attribColor = glGetUniformLocation(this->shader.program, "f_color");
if (this->attribCoord3dChunk < 0)
{
std::cout << "attribCoord3dChunk was negative!" << std::endl;
}
std::cout << this->attribMVPChunk << std::endl;
glBindBuffer(GL_ARRAY_BUFFER, this->vbo);
glVertexAttribPointer(
this->attribCoord3dChunk, // attribute
3, // number of elements per vertex, here (R,G,B)
GL_FLOAT, // the type of each element
GL_FALSE, // take our values as-is
0, // no extra data between each position
(GLvoid*)0 // offset of first element
);
glEnableVertexAttribArray(this->attribCoord3dChunk);
glBindBuffer(GL_ARRAY_BUFFER, this->chunkColor);
glVertexAttribPointer(
this->attribColor, // attribute
3, // number of elements per vertex, here (x,y,z)
GL_FLOAT, // the type of each element
GL_FALSE, // take our values as-is
0, // no extra data between each position
(GLvoid*)0 // offset of first element
);
glEnableVertexAttribArray(this->attribColor);
glBindVertexArray(0);
this->loaded = true;
}
void Chunk::render() // called every frame
{
glBindVertexArray(this->vao);
glEnableVertexAttribArray(this->attribCoord3dChunk);
model = glm::translate(glm::mat4(1.0f), glm::vec3(1, 1, 1));
glm::mat4 mvp = gameManager->projection * gameManager->view * model;
glUniformMatrix4fv(this->attribMVPChunk, 1, GL_FALSE, glm::value_ptr(mvp));
glBindBuffer(GL_ARRAY_BUFFER, this->vbo);
glDrawArrays(GL_TRIANGLES, 0, this->elements);
glDisableVertexAttribArray(this->attribCoord3dChunk);
glBindVertexArray(0);
}
其中byte4的typedef为
typedef glm::tvec4<GLbyte> byte4;
我在渲染循环之前调用createMesh一次。 我还在每一帧都调用渲染。
答案 0 :(得分:-1)
固定!目前的代码:
/proc