在OpenGL中绘制VBO不起作用

时间:2017-10-11 17:50:07

标签: c++ opengl wavefront

我正在编写一个简单的类来解析OBJ并在之后呈现obj。我已经编写了一种从RAM中绘制顶点数组的方法,我想稍微优化它(我读到使用VBO可以获得x4倍的帧速率!)。

可悲的是,我失败了,我跟着一堆教程无济于事。 这是解析器以及在GPU上存储顶点和索引缓冲区的调用,我很好地调试了解析器本身,这没关系。 vertexBuffer和vertexIndices都被正确加载(我打印它们并根据obj文件手动检查它们。)

Mesh::Mesh(string path) {
float* normals;
float* faces;
float* textures;
string fullpath = path + ".obj";
this->mats = loadMtl(path); //Loads a Material list, not used now drawing white
string line;
ifstream objFile(fullpath.c_str());
if (objFile.is_open()) {
    objFile.seekg(0, ios::end);
    long fileSize = long(objFile.tellg());
    objFile.seekg(0, ios::beg);

    // Init buffers and indices
    unsigned int inserted = 0;

    string currentMtl = "";

    float* vertexBuffer = new float[fileSize];
    float* textureBuffer = new float[fileSize];
    float* normalBuffer = new float[fileSize];

    unsigned int* vertexIndices = new unsigned int[fileSize];
    unsigned int* normalIndices = new unsigned int[fileSize];
    unsigned int* textureIndices = new unsigned int[fileSize];

    int connectedVert = 0;
    int textureCoords = 0;
    int normalsCount = 0;

    int vertexIndex = 0;

    string prefix = "usemtl";

    while (!objFile.eof()) {
        getline(objFile, line);
        if (line.c_str()[0] == 'v' && line.c_str()[1] == ' ') {
            line[0] = ' ';
            sscanf_s(line.c_str(), "%f %f %f ",
                &vertexBuffer[connectedVert],
                &vertexBuffer[connectedVert + 1],
                &vertexBuffer[connectedVert + 2]);
            connectedVert += 3;
        }
        else if (line.c_str()[0] == 'v' && line.c_str()[1] == 't') {
            line[0] = ' ';
            line[1] = ' ';
            sscanf_s(line.c_str(), "%f %f ",
                &textureBuffer[textureCoords],
                &textureBuffer[textureCoords + 1]);
            textureCoords += 2;
        }
        else if (line.c_str()[0] == 'v' && line.c_str()[1] == 'n') {
            line[0] = ' ';
            line[1] = ' ';
            sscanf_s(line.c_str(), "%f %f %f ",
                &normalBuffer[normalsCount],
                &normalBuffer[normalsCount + 1],
                &normalBuffer[normalsCount + 2]);
            normalsCount += 3;
        }
        else if (line.c_str()[0] == 'f') {
            line[0] = ' ';

            if (textureCoords > 0) {
                sscanf_s(line.c_str(), "%i/%i/%i %i/%i/%i %i/%i/%i",
                    &vertexIndices[vertexIndex], &textureIndices[vertexIndex], &normalIndices[vertexIndex],
                    &vertexIndices[vertexIndex + 1], &textureIndices[vertexIndex +1], &normalIndices[vertexIndex +1],
                    &vertexIndices[vertexIndex + 2], &textureIndices[vertexIndex +2], &normalIndices[vertexIndex +2]);
            }
            else {
                sscanf_s(line.c_str(), "%i//%i %i//%i %i//%i",
                    &vertexIndices[vertexIndex], &normalIndices[vertexIndex],
                    &vertexIndices[vertexIndex+1], &normalIndices[vertexIndex +1],
                    &vertexIndices[vertexIndex+2], &normalIndices[vertexIndex +2]);
            }

            for (int j = 0; j < 3; j++) {
                vertexIndices[vertexIndex+j] -= 1;
                normalIndices[vertexIndex +j] -= 1;
                textureIndices[vertexIndex +j] -= 1;
            }
            vertexIndex += 3;
        }
        else if (!strncmp(line.c_str(), prefix.c_str(), strlen(prefix.c_str()))) {
            inserted++;
            // No more vertices, normals or texture coords to load, gen arrays on GPU
            if (currentMtl == "") {
                //Copy vertices to GPU
                glGenBuffers(1, &this->verticesID);
                glBindBuffer(GL_ARRAY_BUFFER, this->verticesID);
                glBufferData(GL_ARRAY_BUFFER, sizeof(float) * connectedVert, vertexBuffer, GL_STATIC_DRAW);
                /*
                //Won't be bothered with normals or textures right now...
                //Copy normals to GPU
                glGenBuffers(1, &this->normalsID);
                glBindBuffer(GL_ARRAY_BUFFER, this->normalsID);
                glBufferData(GL_ARRAY_BUFFER, sizeof(float) * normalsCount, &normalBuffer[0], GL_STATIC_DRAW);

                //Copy UV to GPU
                if (textureCoords > 0) {
                    glGenBuffers(1, &this->textID);
                    glBindBuffer(GL_ARRAY_BUFFER, this->textID);
                    glBufferData(GL_ARRAY_BUFFER, sizeof(float) * textureCoords, &textureBuffer[0], GL_STATIC_DRAW);
                }*/
            }
            else {
                // Filled up an index array, copy it.
                this->indices.push_back(0);
                this->faces.push_back(vertexIndex);
                glGenBuffers(1, &this->indices[this->indices.size() - 1]);
                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indices[this->indices.size() - 1]);
                glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * vertexIndex, vertexIndices, GL_STATIC_DRAW);
            }
            currentMtl = line.substr(7, line.length());
            vertexIndex = 0;
        }
    }
    // Copy the last indices buffer.
    if (currentMtl != "" && indices.size() < inserted) {
        this->indices.push_back(0);
        this->faces.push_back(vertexIndex);
        glGenBuffers(1, &this->indices[this->indices.size() - 1]);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indices[this->indices.size() - 1]);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * vertexIndex, vertexIndices, GL_STATIC_DRAW);
    }

    objFile.close();
    delete[] vertexBuffer;
    delete[] textureBuffer;
    delete[] normalBuffer;

    delete[] vertexIndices;
    delete[] normalIndices;
    delete[] textureIndices;
}
else {
    throw runtime_error("Unable to load obj file: " + path + ".obj");
}
}

最后,这是抽奖电话。我猜这个问题在这里,但我不能完全理解这个问题。我已经使用glIntercept来查看是否有什么东西搞砸了但我没有错误。

void Mesh::draw() {
    //Binding Vertex array
    glBindBuffer(GL_ARRAY_BUFFER, this->verticesID);
    glEnableClientState(GL_VERTEX_ARRAY);
    glVertexPointer(3, GL_FLOAT, 0, (void*)0);
    for (unsigned int i = 0; i < this->indices.size(); i++) {
        glColor3f(1.0f, 1.0f, 1.0f); // Draw it in plain ol' white
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indices[i]);
        glDrawElements(GL_TRIANGLES,this->faces[i], GL_UNSIGNED_INT,(void*)0);
    }
    glDisableClientState(GL_VERTEX_ARRAY);
}

如果需要,这是Mesh类声明:

class Mesh {
    public:
        GLuint verticesID, textID, normalsID;
        vector<GLuint> indices;
        vector<GLuint> faces;
        vector<Material> mats;
    public:
       Mesh(string path);
       void draw();
        ~Mesh();
};

将OpenGL主要版本设置为2,将辅助设置为1.正如我之前提到的,我认为OpenGL设置正确,因为我能够在直接模式下绘制三角形并使用RAM中的顶点指针。欢迎任何帮助:)

1 个答案:

答案 0 :(得分:3)

读取文件Mesh的构造函数,并生成对象缓冲区(glGenBuffers)。在析构函数Mesh::~Mesh中,对象缓冲区被销毁(glDeleteBuffers)。

但您push_back Meshstd::vector。这意味着生成临时Mesh对象,该对象读取文件并在其构造函数中生成对象缓冲区。此时,所有数据都有效,并生成对象缓冲区(GPU)。在致电std::vector::push_back时,会在Mesh中生成新的std::vector对象。该对象由默认的复制构造函数构造,并获取第一个Mesh对象的所有成员的副本。完成此操作后,临时Mesh对象将立即被销毁,对象缓冲区将被临时对象的析构函数glDeleteBuffers删除(Mesh::~Mesh)。此时所有数据都消失了。

std::vector::push_back。在破坏者Mesh::~Mesh中放置断点,然后您可以简单地跟踪到期日。

您不应该在类的构造函数和析构函数中生成和删除GPU对象,除非您使类可复制且复制可构造:< / p>

class Mesh
{
    Mesh(const Mesh &) = delete;
    Mesh & operator = (const Mesh &) = delete;

    ....
};

您可以通过替换

快速修复此行为,以解决调试问题
test.meshes.push_back(Mesh("tri"));

通过

test.meshes.emplace_back("tri");

(见std::vector::emplace_back


但最后你应该做点什么:

vector<std::unique_ptr<Mesh>> meshes;

meshes.emplace_back(new Mesh("tri"));