OpenGL索引VBO渲染

OpenGL Indexed VBO Rendering

本文关键字:渲染 VBO 索引 OpenGL      更新时间:2023-10-16

我得到一个完全黑屏,而试图在OpenGL中绘制一个简单的正方形。这些方法在创建缓冲区之前调用:

glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glOrtho(0.0f, windowX, windowY, 0.0f, 1000.0f, 0);

我正在创建这样的缓冲区:

std::vector<unsigned int> indices;
std::vector<unsigned int> vertices;    
vertices.push_back(0);
vertices.push_back(0);
vertices.push_back(0);
vertices.push_back(100);
vertices.push_back(0);
vertices.push_back(0);
vertices.push_back(100);
vertices.push_back(100);
vertices.push_back(0);
vertices.push_back(0);
vertices.push_back(100);
vertices.push_back(0);

indices.push_back(0);
indices.push_back(1);
indices.push_back(2);
indices.push_back(2);
indices.push_back(3);
indices.push_back(0);
glGenBuffers(1, &verticesbuffer);
glBindBuffer(GL_ARRAY_BUFFER, verticesbuffer);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(vertices[0]), &vertices[0], GL_STATIC_DRAW);
glGenBuffers(1, &indicesbuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesbuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(indices[0]), &indices[0], GL_STATIC_DRAW);

显示功能:

glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBindBuffer(GL_ARRAY_BUFFER, verticesbuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesbuffer);
glVertexPointer(3, GL_INT, 0, &vertices[0]);
glColor3f(1, 0, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, &indices[0]);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

我已经开始使用AMD GPU PerfStudio来查看我的程序的绘图调用,并且在glDrawElements()调用中,PerfStudio向我展示了顶点和索引缓冲区背后的数据(索引缓冲区显然是完全空的,而顶点缓冲区只有一个点设置为x = y = z = 3.40282e+038(最大浮动值)):

Unable to map element array buffer for reading.
GL_VERTEX_ARRAY_SIZE: 3
GL_VERTEX_ARRAY_TYPE: GL_INT
GL_VERTEX_ARRAY_STRIDE: 0
GL_VERTEX_ARRAY_POINTER: 0x0C30F2A8
GL_VERTEX_ARRAY_BUFFER_BINDING: 1
BufferState
GL_BUFFER_SIZE: 0
GL_BUFFER_USAGE: GL_STATIC_DRAW
GL_BUFFER_ACCESS: GL_READ_WRITE
GL_BUFFER_MAPPED: GL_FALSE
GL_BUFFER_MAP_POINTER: 0x00000000

显然其中一些值是不正确的,我只是不明白为什么它们没有像预期的那样出来

这个肯定以前出现过,但是我无法快速搜索到一个清晰的副本。

问题在这里:

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesbuffer);
...
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, &indices[0]);

GL_ELEMENT_ARRAY_BUFFERglDrawElements()调用期间被绑定时,glDrawElements()的最后一个参数是一个偏移到索引缓冲区。你传递的是索引缓冲区的CPU地址。

如果您想从索引缓冲区开始使用它,这在您的情况下是正确的,偏移量应该是0:

glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);

非常相似,这也被打破了:

glBindBuffer(GL_ARRAY_BUFFER, verticesbuffer);
...
glVertexPointer(3, GL_INT, 0, &vertices[0]);

同样,当绑定GL_ARRAY_BUFFER时,glVertexPointer()的最后一个参数是缓冲区中的偏移量。所以这应该是:

glVertexPointer(3, GL_INT, 0, 0);

顺便说一句,在OpenGL中使用整数作为顶点坐标是相当不寻常的。看起来它是被支持的,所以它应该可以工作。但是使用GLfloat/GL_FLOAT作为坐标更常见,也可能更有效。