使用glDrawElements不会绘制我的.obj文件

时间:2011-01-16 05:33:29

标签: c++ opengl

我正在尝试从3ds Max正确导入.OBJ文件。我使用glBegin()& glEnd()来自上一个问题,但显然性能很差,所以我现在尝试使用glDrawElements。

我正在导入棋盘,游戏棋子等。棋盘,每个游戏棋子以及棋盘上的每个方块都存储在结构GroupObject中。我存储数据的方式如下:

struct Vertex
{
    float position[3];
    float texCoord[2];
    float normal[3];
    float tangent[4];
    float bitangent[3];
};

struct Material
{
    float ambient[4];
    float diffuse[4];
    float specular[4];
    float shininess;        // [0 = min shininess, 1 = max shininess]
    float alpha;            // [0 = fully transparent, 1 = fully opaque]

    std::string name;
    std::string colorMapFilename;
    std::string bumpMapFilename;

   std::vector<int> indices;
   int id;
  };

 //A chess piece or square
 struct GroupObject
 {
     std::vector<Material *> materials;
     std::string    objectName;
     std::string    groupName;
     int      index;
 };

所有顶点都是三角形,因此始终有3个点。当我循环遍历obj文件中的面f部分时,我存储了v0,v1和&amp;材料 - >指数中的v2。 (我正在做v [0-2] - 1来说明obj文件是基于1的,我的向量是基于0的。

所以当我进入render方法时,我试图遍历每个对象,它遍历附加到该对象的每个材质。我设置了材料信息并尝试使用glDrawElements。但是,屏幕是黑色的。当我使用与该材料相关的所有索引遍历每个不同的材料时,我能够很好地绘制模型,并且它使模型很好。这一次,所以我可以使用模板缓冲区来选择GroupObject,我改变了循环,但是屏幕是黑色的。

更新 将原始渲染循环替换为当前渲染循环并截取其结果 这是我的渲染循环。我唯一改变的是for循环,所以它们遍历每个对象,然后依次遍历对象中的每个材质。

void GLEngine::drawModel()
{
ModelTextures::const_iterator iter;
GLuint texture = 0;

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

// Vertex arrays setup
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer(3, GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->position);

glEnableClientState( GL_NORMAL_ARRAY );
glNormalPointer(GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->normal);

glClientActiveTexture( GL_TEXTURE0 );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(2, GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->texCoord);

glUseProgram(blinnPhongShader);

objects = model.getObjects();
// Loop through objects...
for( int i=0 ; i < objects.size(); ++i ) 
{
    ModelOBJ::GroupObject *object = objects[i];

    // Loop through materials used by object...
    for( int j=0 ; j<object->materials.size() ; ++j ) 
    {
        ModelOBJ::Material *pMaterial = object->materials[j];

        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pMaterial->ambient);
        glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pMaterial->diffuse);
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pMaterial->specular);
        glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pMaterial->shininess * 128.0f);

        if (pMaterial->bumpMapFilename.empty())
        {

             //Bind the color map texture.
            texture = nullTexture;
            if (enableTextures)
            {
                iter = modelTextures.find(pMaterial->colorMapFilename);

                if (iter != modelTextures.end())
                    texture = iter->second;
            }

            glActiveTexture(GL_TEXTURE0);
            glEnable(GL_TEXTURE_2D);
            glBindTexture(GL_TEXTURE_2D, texture);

             //Update shader parameters.
            glUniform1i(glGetUniformLocation(
                blinnPhongShader, "colorMap"), 0);
            glUniform1f(glGetUniformLocation(
                blinnPhongShader, "materialAlpha"), pMaterial->alpha);
        }
        //glDrawElements( GL_TRIANGLES, pMaterial->triangleCount * 3, GL_UNSIGNED_INT, &pMaterial->indices.front() );
        glDrawElements( GL_TRIANGLES, pMaterial->triangleCount * 3, GL_UNSIGNED_INT, model.getIndexBuffer() + pMaterial->startIndex );

    }

}
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, 0);
    glUseProgram(0);
    glDisable(GL_BLEND);
}

以上是上述方法的内容: http://img844.imageshack.us/img844/3793/chess4.png

我不知道我错过了什么,这很重要。如果它也有帮助,这里是我读取'f'面线并将信息存储在pMaterial-&gt;指数中的obj导入器中的位置。

 else if (sscanf(buffer, "%d/%d/%d", &v[0], &vt[0], &vn[0]) == 3) // v/vt/vn
        {
            fscanf(pFile, "%d/%d/%d", &v[1], &vt[1], &vn[1]);
            fscanf(pFile, "%d/%d/%d", &v[2], &vt[2], &vn[2]);

            v[0] = (v[0] < 0) ? v[0] + numVertices - 1 : v[0] - 1;
            v[1] = (v[1] < 0) ? v[1] + numVertices - 1 : v[1] - 1;
            v[2] = (v[2] < 0) ? v[2] + numVertices - 1 : v[2] - 1;

currentMaterial->indices.push_back(v[0]);
currentMaterial->indices.push_back(v[1]);
currentMaterial->indices.push_back(v[2]);

更新2

当前输出:http://img337.imageshack.us/img337/860/chess4s.png

1 个答案:

答案 0 :(得分:0)

我能够使用以下代码修复模型

glDrawElements( GL_TRIANGLES, pMaterial->triangleCount * 3, GL_UNSIGNED_INT, model.getIndexBuffer() + pMaterial->startIndex );

当我完成导入模型后,我经历了一个triangleCount&amp;像这样设置startIndex。这是我的解决方案:

for (int i = 0; i < static_cast<int>(m_attributeBuffer.size()); i++)
{
    if (m_attributeBuffer[i] != materialId)
    {
        materialId = m_attributeBuffer[i];
        ++numMaterials;
    }
}

// Allocate memory for the materials and reset counters.
m_numberOfObjectMaterials = numMaterials;
m_materials.resize(m_numberOfObjectMaterials);
numMaterials = 0;
materialId = -1;

// Build the meshes. One mesh for each unique material.
for (int i = 0; i < static_cast<int>(m_attributeBuffer.size()); i++)
{
    if (m_attributeBuffer[i] != materialId)
    {
        materialId = m_attributeBuffer[i];
        m = m_ObjectMaterials[materialId];
        m->startIndex = i * 3;
        m->triangleCount = 0;
        ++m->triangleCount;
    }
    else
    {
        ++m->triangleCount;
    }
}