创建Mesh类并实现不会生成模型OpenGL

Creating Mesh class and implementing does not generate model OpenGL?

本文关键字:模型 OpenGL Mesh 实现 创建      更新时间:2023-10-16

我正在尝试创建一个可以为我生成模型的Mesh类,然后在createTriangle函数中调用该模型。然而,每当我尝试创建meshObj1meshObj2,然后将其推送到meshVector时,它都不想渲染?为什么会发生这种情况?

网格.h

#ifndef MESH_H
#define MESH_H
#include "GL/glew.h"
class Mesh {
public:
Mesh();
~Mesh();
void createMesh(GLfloat *vertices, unsigned int *indices, unsigned int numOfVertices, unsigned int numOfIndices);
void renderMesh();
void clearMesh();

private:
GLuint VAO, VBO, IBO;
GLsizei indexCount;
};
#endif

网格.cpp

#include "Mesh.h"
Mesh::Mesh() {
VAO = 0;
VBO = 0;
IBO = 0;
indexCount = 0;
}
Mesh::~Mesh() {
clearMesh();
}
void Mesh::createMesh(GLfloat* vertices, unsigned int* indices, unsigned int numOfVertices, unsigned int numOfIndices) {
indexCount = numOfIndices;
//Binding
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
//Information
//VBO Information
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0] * numOfVertices), vertices, GL_STATIC_DRAW);
//IBO Information
glGenBuffers(1, &IBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * numOfIndices, indices, GL_STATIC_DRAW);

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
//Unbinding
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void Mesh::renderMesh() {
//Binding
glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
//Rendering
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
//Unbinding
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void Mesh::clearMesh() {
if (VAO != 0) {
glDeleteVertexArrays(1, &VAO);
VAO = 0;
}
if (VBO != 0) {
glDeleteBuffers(1, &VBO);
VBO = 0;
}
if (IBO != 0) {
glDeleteBuffers(1, &IBO);
IBO = 0;
}
indexCount = 0; 
}

主要.cpp

#include "GL/glew.h"
#include "GLFW/glfw3.h"
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
#include <iostream>
#include <vector>
#include <memory>
#include "Mesh.h"

//Window dimensions
const GLint SCREEN_WIDTH = 1280, SCREEN_HEIGHT = 900;
GLuint shader, uniformModel, uniformProjection;
bool isMovingLeft = true; 
float triOffset = 0.f;
float triMaxOffset = 0.7;
float triIncrement = 0.005;

std::vector<Mesh*> meshVector;

//Vertex shader
static const char* vShader = "                                      n
#version 460                                                    n
n
layout(location = 0) in vec3 pos;                               n
n
out vec4 vColor;                                                n
n
uniform mat4 model;                                             n
uniform mat4 projection;                                        n
n
void main() {                                                   n
gl_Position = projection * model * vec4(pos, 1.0);          n
vColor = vec4(clamp(pos, 0.f, 1.f), 1.f);                   n
};                                                              n
";
//Fragment shader
static const char* fShader = "                                      n
#version 460                                                    n
n
in vec4 vColor;                                                 n
n
out vec4 color;                                                 n
n
void main() {                                                   n
color = vColor;                                             n
};                                                              n
";

void createTriangle() {
unsigned int indices[] = {
0, 3, 1,
1, 3, 2,
2, 3, 0,
0, 1, 2
};

//Points of the triangle 
GLfloat vertices[] = {
-1.f, -1.f, 0.f, 
0.f, -1.f, 1.f, 
1.f, -1.f, 0.f, 
0.f,  1.f, 0.f  
};

Mesh* meshObj1 = new Mesh();
meshObj1->createMesh(vertices, indices, 12, 12);
meshVector.push_back(meshObj1);
Mesh* meshObj2 = new Mesh();
meshObj2->createMesh(vertices, indices, 12, 12);
meshVector.push_back(meshObj2);
}
void addShader(GLuint theProgram, const char* shaderCode, GLenum shaderType) {
GLuint theShader = glCreateShader(shaderType);
const GLchar* theCode[1];
theCode[0] = shaderCode;
GLint codeLength[1];
codeLength[0] = strlen(shaderCode);
glShaderSource(theShader, 1, theCode, codeLength);
glCompileShader(theShader);

//Getting error information for linking
GLint result = 0;
GLchar eLog[1024] = { 0 };
glGetShaderiv(theShader, GL_COMPILE_STATUS, &result);
if (result != GL_TRUE) {
glGetShaderInfoLog(theShader, sizeof(eLog), NULL, eLog);
std::cout << "Error compiling the " << shaderType << ' ' << eLog << 'n';
}

glAttachShader(theProgram, theShader);
}
void compileShaders() {
shader = glCreateProgram();
if (shader != GL_TRUE) {
std::cout << "Shader program error!n";
}
//Adding shaders
addShader(shader, vShader, GL_VERTEX_SHADER);
addShader(shader, fShader, GL_FRAGMENT_SHADER);
//Getting error information for linking
GLint result = 0;
GLchar eLog[1024] = { 0 };
//Linking shader
glLinkProgram(shader);
//Shader linking status
glGetProgramiv(shader, GL_LINK_STATUS, &result);
if (result != GL_TRUE) {
glGetProgramInfoLog(shader, sizeof(eLog), NULL, eLog);
std::cout << "Error linking program! " << eLog << 'n';
}

//Gets shader ID and then binds it with the variable inside shader
uniformModel = glGetUniformLocation(shader, "model");
uniformProjection = glGetUniformLocation(shader, "projection");
}

int main() {
//Initialize GLFW
if (glfwInit() != GLFW_TRUE) {
std::cout << "GLFW init failedn";
glfwTerminate();
}

//Setup GLFW window properties
//OpenGL version
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); //Large version
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4); //Small version 
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //Detects any old OpenGL code, this will throw an error
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); //Allows forward compatibility (between differnt OS) 

//Creating window
GLFWwindow* window;
window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "OpenGL Test Window", NULL, NULL);
glfwSetWindowPos(window, 250, 100);
if (window == NULL) {
std::cout << "GLFW window creation failed!n";
glfwTerminate();
}
//Get buffer size information
int bufferWidth, bufferHeight;
glfwGetFramebufferSize(window, &bufferWidth, &bufferHeight);
//Set context for GLEW to use (can change between which window)
glfwMakeContextCurrent(window);
//Allow modern extension features
glewExperimental = GL_TRUE;

if (glewInit() != GLEW_OK) {
std::cout << "Glew init failed!n";
glfwDestroyWindow(window);
glfwTerminate();
}

glEnable(GL_DEPTH_TEST);
//Setup viewport size
glViewport(0, 0, bufferWidth, bufferHeight);

createTriangle();
compileShaders();

glm::mat4 projection = glm::perspective(45.f, (GLfloat)bufferWidth / (GLfloat)bufferHeight, 0.1f, 100.f);

//Main game loop
while (!glfwWindowShouldClose(window)) {
//Get + Handle user input events
glfwPollEvents();
//Left-Right
if (isMovingLeft) {
triOffset += triIncrement;
}
else {
triOffset -= triIncrement;
}

if (abs(triOffset) >= triMaxOffset) {
isMovingLeft = !isMovingLeft;
}

//Clear window
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
glUseProgram(shader);
//Matrix 4x4
glm::mat4 model(1.f);
model = glm::translate(model, glm::vec3(triOffset, 0.f, -2.5f));
model = glm::scale(model, glm::vec3(0.4f, 0.4f, 1.f));
glUniformMatrix4fv(uniformModel, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(uniformProjection, 1, GL_FALSE, glm::value_ptr(projection));
meshVector[0]->renderMesh();
model = glm::mat4(1.f);
model = glm::translate(model, glm::vec3(-triOffset, 1.f, -2.5f));
model = glm::scale(model, glm::vec3(0.4f, 0.4, 1.f));
meshVector[1]->renderMesh();

glUseProgram(0);
glfwSwapBuffers(window);
}
}

我希望能形成两个有颜色的金字塔。

GL_ELEMENT_ARRAY_BUFFER目标绑定存储在Vertex Array Object中。请参见索引缓冲区。

这意味着,指令

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

打破了IBO与顶点数组对象VAO的先前绑定。从代码中删除此说明,以解决问题。

注意,GL_ARRAY_BUFFERGL_ELEMENT_ARRAY_BUFFER的行为不同。当前的GL_ARRAY_BUFFER绑定是全局状态,但GL_ELEMENT_ARRAY_BUFFER绑定是在当前的"顶点阵列对象"中声明的
此外,在VAO的状态向量中声明了GL_ARRAY_BUFFER,但在调用glVertexAttribPointer时会发生这种情况。当调用glVertexAttribPointer时,则当前绑定到目标GL_ARRAY_BUFFER的缓冲区与具有指定索引的顶点属性相关联。

这导致CCD_ 16和CCD_。一个VAO只能引用一个索引(元素(缓冲区,但它可以引用多个数组缓冲区。每个属性(索引(都可以关联到不同的缓冲区。


在渲染第二个网格之前,您已经将相应的模型矩阵设置为已安装程序的默认统一块:

glUseProgram(shader);
glUniformMatrix4fv(uniformProjection, 1, GL_FALSE, glm::value_ptr(projection));
glm::mat4 model(1.f);
model = glm::translate(model, glm::vec3(triOffset, 0.f, -2.5f));
model = glm::scale(model, glm::vec3(0.4f, 0.4f, 1.f));
glUniformMatrix4fv(uniformModel, 1, GL_FALSE, glm::value_ptr(model));        
meshVector[0]->renderMesh();
model = glm::mat4(1.f);
model = glm::translate(model, glm::vec3(-triOffset, 1.f, -2.5f));
model = glm::scale(model, glm::vec3(0.4f, 0.4, 1.f));
glUniformMatrix4fv(uniformModel, 1, GL_FALSE, glm::value_ptr(model)); // <---
meshVector[1]->renderMesh();