为什么glDrawElements不渲染我的三角形

Why wont glDrawElements render my triangles?

本文关键字:我的 三角形 glDrawElements 为什么      更新时间:2023-10-16

我一直在关注youtube上BennyBox的3D游戏引擎教程系列。这个系列是用java完成的,由于计算速度的原因,我喜欢c++,我一直遵循教程直到第15节,他开始使用glDrawElements而不是glDrawArrays。到目前为止,在教程中,我一直很好地将他的java代码转换为c++,但现在我可以绘制任何东西,而且opengl没有给我任何错误。我几乎可以肯定,问题是为opengl缓冲数据,或者告诉opengl如何缓冲数据。这是我的密码。

mainGame.cpp:

init:

glClearColor(0.1f, 0.0f, 0.5f, 0.0f);
glFrontFace(GL_CW);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_FRAMEBUFFER_SRGB);
vector<Vertex> vertices;
vertices.push_back(glm::vec3(-1, 1, 0));
vertices.push_back(glm::vec3(0, -0.5f, 0));
vertices.push_back(glm::vec3(-1, -1, 0));
vertices.push_back(glm::vec3(1, 1, 0));
vertices.push_back(glm::vec3(1, -1, 0));
vertices.push_back(glm::vec3(0, 0.5, 0));
vector<unsigned short> indices;
indices.push_back(0);
indices.push_back(1);
indices.push_back(2);
indices.push_back(3);
indices.push_back(4);
indices.push_back(5);
mesh.meshInit();
mesh.addVerticies(vertices, indices);
mesh.draw();

gameRoop:

    while (_gameState != GameState::EXIT) {
        processInput();
        updateScene();
        drawScene();
        if (_TEST)
        {
            GLenum err;
            while ((err = glGetError()) != GL_NO_ERROR) {
                cout << "OpenGL error: " << err << endl;
            }
        }
    }

processInput()目前与opengl绘图无关,updateScene()只会清除屏幕并更新变换对象,但这不是问题所在。我之所以知道,是因为我试着把那个部分注释掉了,opengl仍然没有渲染/绘制任何东西。

drawScene:

shader.bind();
shader.setUniform("translation", transform.getTransformation());
mesh.draw();
SDL_GL_SwapWindow(_window);

以下是mesh类的函数,我认为我没有发送正确的信息。

mesh.cpp:

void Mesh::meshInit()
{
    glGenVertexArrays(1, &VAO);
    glBindVertexArray(VAO);
    glGenBuffers(1, &IBO);
    glGenBuffers(1, &VBO);
}
void Mesh::addVerticies(vector<Vertex> vertices, vector<unsigned short> indices)
{
    _indices = &indices[0];
    _vSize = vertices.size() * sizeof(float);
    _iSize = indices.size() * sizeof(unsigned short);
    if (_TEST) {
        cout << "size of verticies: " << _vSize << endl;
        cout << "size of indices: " << _iSize << endl;
        cout << "number of verticies: " << vertices.size() << endl;
        cout << "number of indices: " << indices.size() << endl;
        for (int i = 0; i < vertices.size() ; i++)
        {
            cout << vertices[i].getPos().x << " ";
            cout << vertices[i].getPos().y << " ";
            cout << vertices[i].getPos().z << " ";
            cout << "n";
        }
    }    
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, _vSize, &vertices[0], GL_STATIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, _iSize, &indices[0], GL_STATIC_DRAW);
}
int vertexAtribStride = Vertex::SIZE * sizeof(float);
void Mesh::draw()
{
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, vertexAtribStride, 0);
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
    glDrawElements(GL_TRIANGLES, _iSize, GL_INT, _indices);
    glDisableVertexAttribArray(0);
}

glDrawElements的第三个参数应该是GL_UNSIGNED_SHORT,最后一个参数应该为0,因为它是从GL_ELEMENT_ARRAY_BUFFER开始的偏移量。除此之外,我不知道Vertex::SIZE是什么,但由于您只有一个属性,您可以将glVertexAttribPointer的步幅设置为0,这样OpenGL就可以假设它们是紧密分组的(事实上)