在树莓派上打开GL,索引顶点

openGL on raspberry pi, indexed vertices

本文关键字:GL 索引 顶点      更新时间:2023-10-16

我正在尝试学习一些关于树莓派的基本opengl。我喜欢这些教程https://solarianprogrammer.com/2013/05/13/opengl-101-drawing-primitives/http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-9-vbo-indexing/

碰到了一个我无法解决的问题。我成功地通过列出数组中的顶点来绘制三角形,然后我尝试做同样的事情,但使用索引,它不起作用,我不知道为什么。它成功编译并运行,但不显示三角形。

这两个教程都使它变得如此简单,添加一个缓冲区并将"glDrawArrays"替换为"glDrawElements"。 但我一定错过了什么..

#include <stdio.h>
#include <unistd.h>
#include "../common/startScreen.h"
#include "../common/LoadShaders.h"
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
int main(int argc, const char **argv)
{
    float r=0.0;
    InitGraphics();
    printf("Screen startedn");
    // Create and compile our GLSL program from the shaders
    GLuint programID = LoadShaders( "simpletransformvertshader.glsl", "simplefragshader.glsl" );
    printf("Shaders loadedn");
// Get a handle for our "MVP" uniform
    GLuint MatrixID = glGetUniformLocation(programID, "MVP");
    // Get a handle for our buffers
    GLuint vertexPosition_modelspaceID = glGetAttribLocation(programID, "vertexPosition_modelspace");
    // Projection matrix 
    glm::mat4 Projection = glm::perspective(45.0f, 16.0f / 9.0f, 0.1f, 100.0f);

    // Camera matrix
    glm::mat4 View       = glm::lookAt(
                                        glm::vec3(0,0,5),
                                        glm::vec3(0,0,0),
                                        glm::vec3(0,1,0),
                                               );
    //glm::mat4 myMatrix = glm::translate(10.0f, 0.0f, 0.0f);
   // Model matrix : an identity matrix (model will be at the origin)
    glm::mat4 Model      = glm::mat4(1.0f);
    // Our ModelViewProjection : multiplication of our 3 matrices
    glm::mat4 MVP        = Projection * View * Model; // Remember, matrix$
    //glm:mat4 MVP = Prpkection * View * Model;
GLfloat g_vertex_buffer_data[] = {
    -1.0f, -1.0f, 0.0f,
     1.0f, -1.0f, 0.0f,
     1.0f,  1.0f, 0.0f,
//      -1.0,   1.0f, 0.0f,
    };

GLuint indices[3] = {
    0,1,2,
//      2,3,0
    };

   // Set the viewport
    GLuint vertexbuffer;
    glGenBuffers(1, &vertexbuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_bu$

    GLuint eab;
    glGenBuffers(1, &eab);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eab);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STAT$

    do{
   // Model = glm::rotate(Model, r, glm::vec3(0.0f, 0.0f, 1.0f));
           glClear( GL_COLOR_BUFFER_BIT );
            // Use our shader
            glUseProgram(programID);
            // Send our transformation to the currently bound shader,
            // in the "MVP" uniform
            glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
            // 1rst attribute buffer : vertices
            glEnableVertexAttribArray(vertexPosition_modelspaceID);
            glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);

            glVertexAttribPointer(
                    vertexPosition_modelspaceID, 
                    3,                  // size
                    GL_FLOAT,           // type
                    GL_FALSE,           // normalized?
                    0,                  // stride
                    (void*)0            // array buffer offset
            );
// see above glEnableVertexAttribArray(vertexPosition_modelspaceID);
            // Draw the triangle !
     //      glDrawArrays(GL_TRIANGLES, 0, 3); 
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eab);
            glDrawElements( GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);


            glDisableVertexAttribArray(vertexPosition_modelspaceID);
    updateScreen();
    }
    while(1);
    // Cleanup VBO
    glDeleteBuffers(1, &vertexbuffer);
    glDeleteBuffers(1, &eab);
    glDeleteProgram(programID);

}

GLES 1.x/2.x 默认不支持 32 位索引。您最多可以使用 16 位索引,因此应将代码更改为:

GLushort indices[3] = {...}
[...]
glDrawElements(..., 3, GL_UNSIGNED_SHORT, ...);

请注意,尝试在不支持GL_OES_element_index_uint的情况下将 GL_UNSIGNED_INT 用作实现上的类型参数只会导致GL_INVALID_ENUM错误。至少应该添加一些错误检查以进行调试。