OpenTK (OpenGL) 如何正确使用多个对象的 BufferSubData 和 DrawElements
OpenTK (OpenGL) How to correctly use BufferSubData and DrawElements with multiple Objects
我正在尝试实现一种渲染器,它仅使用一个 VBO 和一个 EBO 来存储所有对象顶点和索引。
为此,我找了一些教程,终于得出了一个不错的结果。
问题是它只能与 ONE 单个 对象一起正常工作。一旦我想添加另一个,渲染就会显示出奇怪的行为。
你能帮我解决这个问题吗?
您可以在此处找到完整代码:https://github.com/BanditBloodwyn/TerritorySimulator。
重要的 类 是:
- Rendering.Core.Rendering.Renderer.cs
- Rendering.Core.Classes.Shapes.GLShape.cs
- Rendering.Core.RenderGUI.RenderGUI.cs
这是渲染器中的初始化方法:
public void Initialize(GLShape[] shapeArray)
{
Shapes = shapeArray;
GL.Enable(EnableCap.DepthTest);
GL.ClearColor(0.0f, 0.0f, 0.10f, 1.0f);
InitializeBuffers(Shapes);
InitializeVertexArrayObject(Shapes);
SetupShader();
BindBuffers();
}
子方法如下所示。
private void InitializeBuffers(GLShape[] shapeArray)
{
int vertexBufferSize = shapeArray.Sum(shape => shape.VertexBufferSize);
int indexBufferSize = shapeArray.Sum(shape => shape.IndexBufferSize);
// Vertex buffer
vertexBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBufferObject);
GL.BufferData(BufferTarget.ArrayBuffer, vertexBufferSize, (IntPtr)0, BufferUsageHint.StaticDraw);
IntPtr offset = (IntPtr)0;
foreach (GLShape shape in shapeArray)
{
GL.BufferSubData(BufferTarget.ArrayBuffer, offset, shape.VertexBufferSize, shape.Vertices);
offset += shape.VertexBufferSize;
}
// Element buffer
elementBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ElementArrayBuffer, elementBufferObject);
GL.BufferData(BufferTarget.ElementArrayBuffer, indexBufferSize, (IntPtr)0, BufferUsageHint.StaticDraw);
offset = (IntPtr)0;
foreach (GLShape shape in shapeArray)
{
GL.BufferSubData(BufferTarget.ElementArrayBuffer, offset, shape.IndexBufferSize, shape.Indices);
offset += shape.IndexBufferSize;
}
}
private void InitializeVertexArrayObject(GLShape[] shapeArray)
{
foreach (GLShape shape in shapeArray)
{
shape.VertexArrayObject = GL.GenVertexArray();
GL.BindVertexArray(shape.VertexArrayObject);
}
}
private void SetupShader()
{
// shader
string vertexPath = Path.Combine(Environment.CurrentDirectory, @"GLSL\", "Vertex.vert");
string fragmentPath = Path.Combine(Environment.CurrentDirectory, @"GLSL\", "Fragment.frag");
shader = new Shader(vertexPath, fragmentPath);
shader.Use();
int vertexLocation = shader.GetAttribLocation("aPosition");
GL.EnableVertexAttribArray(vertexLocation);
GL.VertexAttribPointer(
vertexLocation,
3,
VertexAttribPointerType.Float,
false,
5 * sizeof(float),
0);
int texCoordLocation = shader.GetAttribLocation("aTexCoord");
GL.EnableVertexAttribArray(texCoordLocation);
GL.VertexAttribPointer(
texCoordLocation,
2,
VertexAttribPointerType.Float,
false,
5 * sizeof(float),
3 * sizeof(float));
shader.SetInt("texture0", 0);
shader.SetInt("texture1", 1);
}
private void BindBuffers()
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBufferObject);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, elementBufferObject);
}
渲染函数本身看起来像这样。
public void Render()
{
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
if (Shapes == null || Shapes.Length == 0)
return;
IntPtr offset = (IntPtr)0;
foreach (GLShape shape in Shapes)
{
foreach (var texture in shape.Textures)
{
if (LayerConfiguration.ShowEarthTexture)
texture.Key.Use(texture.Value);
else
texture.Key.MakeTransparent(texture.Value);
}
ApplyModelTransforms(shape, out Matrix4 model);
shader.SetMatrix4("model", model);
shader.SetMatrix4("view", Camera.GetViewMatrix());
GL.DrawElements(PrimitiveType.Triangles, shape.Indices.Length, DrawElementsType.UnsignedInt, offset);
offset += shape.IndexBufferSize;
}
shader.SetMatrix4("projection", Camera.GetProjectionMatrix());
shader.Use();
}
As soon as I want to add another one, the rendering shows weird behavior
当然,因为第二个和后面的对象的索引是错误的。您需要将先前网格的顶点之和添加到索引中。对于第一个网格的索引,您必须添加 0,对于第二个网格的索引,您必须添加第一个网格的顶点数,对于第三个网格的索引,您必须添加顶点的总和第一个和第二个网格,...
offset = (IntPtr)0;
uint firstVertexIndex = 0;
foreach (GLShape shape in shapeArray)
{
var indexArray = shape.Indices.Select(index => index + firstVertexIndex).ToArray();
GL.BufferSubData(
BufferTarget.ElementArrayBuffer, offset, shape.IndexBufferSize, indexArray);
offset += shape.IndexBufferSize;
firstVertexIndex += (uint)(shape.VertexBufferSize / (5 * sizeof(float)));
}
完成方法InitializeBuffers
:
private void InitializeBuffers(GLShape[] shapeArray)
{
int vertexBufferSize = shapeArray.Sum(shape => shape.VertexBufferSize);
int indexBufferSize = shapeArray.Sum(shape => shape.IndexBufferSize);
// Vertex buffer
vertexBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBufferObject);
GL.BufferData(BufferTarget.ArrayBuffer, vertexBufferSize, (IntPtr)0, BufferUsageHint.StaticDraw);
IntPtr offset = (IntPtr)0;
foreach (GLShape shape in shapeArray)
{
GL.BufferSubData(BufferTarget.ArrayBuffer, offset, shape.VertexBufferSize, shape.Vertices);
offset += shape.VertexBufferSize;
}
// Element buffer
elementBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ElementArrayBuffer, elementBufferObject);
GL.BufferData(BufferTarget.ElementArrayBuffer, indexBufferSize, (IntPtr)0, BufferUsageHint.StaticDraw);
offset = (IntPtr)0;
uint firstVertexIndex = 0;
foreach (GLShape shape in shapeArray)
{
var indexArray = shape.Indices.Select(index => index + firstVertexIndex).ToArray();
GL.BufferSubData(BufferTarget.ElementArrayBuffer, offset, shape.IndexBufferSize, indexArray);
offset += shape.IndexBufferSize;
firstVertexIndex += (uint)(shape.VertexBufferSize / (5 * sizeof(float)));
}
}
我正在尝试实现一种渲染器,它仅使用一个 VBO 和一个 EBO 来存储所有对象顶点和索引。 为此,我找了一些教程,终于得出了一个不错的结果。
问题是它只能与 ONE 单个 对象一起正常工作。一旦我想添加另一个,渲染就会显示出奇怪的行为。
你能帮我解决这个问题吗?
您可以在此处找到完整代码:https://github.com/BanditBloodwyn/TerritorySimulator。 重要的 类 是:
- Rendering.Core.Rendering.Renderer.cs
- Rendering.Core.Classes.Shapes.GLShape.cs
- Rendering.Core.RenderGUI.RenderGUI.cs
这是渲染器中的初始化方法:
public void Initialize(GLShape[] shapeArray)
{
Shapes = shapeArray;
GL.Enable(EnableCap.DepthTest);
GL.ClearColor(0.0f, 0.0f, 0.10f, 1.0f);
InitializeBuffers(Shapes);
InitializeVertexArrayObject(Shapes);
SetupShader();
BindBuffers();
}
子方法如下所示。
private void InitializeBuffers(GLShape[] shapeArray)
{
int vertexBufferSize = shapeArray.Sum(shape => shape.VertexBufferSize);
int indexBufferSize = shapeArray.Sum(shape => shape.IndexBufferSize);
// Vertex buffer
vertexBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBufferObject);
GL.BufferData(BufferTarget.ArrayBuffer, vertexBufferSize, (IntPtr)0, BufferUsageHint.StaticDraw);
IntPtr offset = (IntPtr)0;
foreach (GLShape shape in shapeArray)
{
GL.BufferSubData(BufferTarget.ArrayBuffer, offset, shape.VertexBufferSize, shape.Vertices);
offset += shape.VertexBufferSize;
}
// Element buffer
elementBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ElementArrayBuffer, elementBufferObject);
GL.BufferData(BufferTarget.ElementArrayBuffer, indexBufferSize, (IntPtr)0, BufferUsageHint.StaticDraw);
offset = (IntPtr)0;
foreach (GLShape shape in shapeArray)
{
GL.BufferSubData(BufferTarget.ElementArrayBuffer, offset, shape.IndexBufferSize, shape.Indices);
offset += shape.IndexBufferSize;
}
}
private void InitializeVertexArrayObject(GLShape[] shapeArray)
{
foreach (GLShape shape in shapeArray)
{
shape.VertexArrayObject = GL.GenVertexArray();
GL.BindVertexArray(shape.VertexArrayObject);
}
}
private void SetupShader()
{
// shader
string vertexPath = Path.Combine(Environment.CurrentDirectory, @"GLSL\", "Vertex.vert");
string fragmentPath = Path.Combine(Environment.CurrentDirectory, @"GLSL\", "Fragment.frag");
shader = new Shader(vertexPath, fragmentPath);
shader.Use();
int vertexLocation = shader.GetAttribLocation("aPosition");
GL.EnableVertexAttribArray(vertexLocation);
GL.VertexAttribPointer(
vertexLocation,
3,
VertexAttribPointerType.Float,
false,
5 * sizeof(float),
0);
int texCoordLocation = shader.GetAttribLocation("aTexCoord");
GL.EnableVertexAttribArray(texCoordLocation);
GL.VertexAttribPointer(
texCoordLocation,
2,
VertexAttribPointerType.Float,
false,
5 * sizeof(float),
3 * sizeof(float));
shader.SetInt("texture0", 0);
shader.SetInt("texture1", 1);
}
private void BindBuffers()
{
GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBufferObject);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, elementBufferObject);
}
渲染函数本身看起来像这样。
public void Render()
{
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
if (Shapes == null || Shapes.Length == 0)
return;
IntPtr offset = (IntPtr)0;
foreach (GLShape shape in Shapes)
{
foreach (var texture in shape.Textures)
{
if (LayerConfiguration.ShowEarthTexture)
texture.Key.Use(texture.Value);
else
texture.Key.MakeTransparent(texture.Value);
}
ApplyModelTransforms(shape, out Matrix4 model);
shader.SetMatrix4("model", model);
shader.SetMatrix4("view", Camera.GetViewMatrix());
GL.DrawElements(PrimitiveType.Triangles, shape.Indices.Length, DrawElementsType.UnsignedInt, offset);
offset += shape.IndexBufferSize;
}
shader.SetMatrix4("projection", Camera.GetProjectionMatrix());
shader.Use();
}
As soon as I want to add another one, the rendering shows weird behavior
当然,因为第二个和后面的对象的索引是错误的。您需要将先前网格的顶点之和添加到索引中。对于第一个网格的索引,您必须添加 0,对于第二个网格的索引,您必须添加第一个网格的顶点数,对于第三个网格的索引,您必须添加顶点的总和第一个和第二个网格,...
offset = (IntPtr)0;
uint firstVertexIndex = 0;
foreach (GLShape shape in shapeArray)
{
var indexArray = shape.Indices.Select(index => index + firstVertexIndex).ToArray();
GL.BufferSubData(
BufferTarget.ElementArrayBuffer, offset, shape.IndexBufferSize, indexArray);
offset += shape.IndexBufferSize;
firstVertexIndex += (uint)(shape.VertexBufferSize / (5 * sizeof(float)));
}
完成方法InitializeBuffers
:
private void InitializeBuffers(GLShape[] shapeArray)
{
int vertexBufferSize = shapeArray.Sum(shape => shape.VertexBufferSize);
int indexBufferSize = shapeArray.Sum(shape => shape.IndexBufferSize);
// Vertex buffer
vertexBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBufferObject);
GL.BufferData(BufferTarget.ArrayBuffer, vertexBufferSize, (IntPtr)0, BufferUsageHint.StaticDraw);
IntPtr offset = (IntPtr)0;
foreach (GLShape shape in shapeArray)
{
GL.BufferSubData(BufferTarget.ArrayBuffer, offset, shape.VertexBufferSize, shape.Vertices);
offset += shape.VertexBufferSize;
}
// Element buffer
elementBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ElementArrayBuffer, elementBufferObject);
GL.BufferData(BufferTarget.ElementArrayBuffer, indexBufferSize, (IntPtr)0, BufferUsageHint.StaticDraw);
offset = (IntPtr)0;
uint firstVertexIndex = 0;
foreach (GLShape shape in shapeArray)
{
var indexArray = shape.Indices.Select(index => index + firstVertexIndex).ToArray();
GL.BufferSubData(BufferTarget.ElementArrayBuffer, offset, shape.IndexBufferSize, indexArray);
offset += shape.IndexBufferSize;
firstVertexIndex += (uint)(shape.VertexBufferSize / (5 * sizeof(float)));
}
}