在 OpenGL4 中使用 VBOs/VAOs 渲染

Rendering using VBOs/VAOs in OpenGL4

我正在尝试将一些 old-style OpenGL 代码更新为现代 OpenGL4。

我有一个巨大的纹理和 pre-tessellated 立方体模型要渲染。

而不是那个,我现在得到这个:

那是一片白底 semi-arbitrary 黑色三角形。

我的 VAO/VBO 构建代码:

        // Normal buffer
        GL.GenBuffers(1, out VBONormals);
        GL.BindBuffer(BufferTarget.ArrayBuffer, VBONormals);
        GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Normals.Length * Vector3.SizeInBytes),
        Normals, BufferUsageHint.StaticDraw);
        GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
        // TexCoord buffer
        GL.GenBuffers(1, out VBOTexCoords);
        GL.BindBuffer(BufferTarget.ArrayBuffer, VBOTexCoords);
        GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(TexCoords.Length * Vector3.SizeInBytes),
        TexCoords, BufferUsageHint.StaticDraw);
        GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
        // Vertex buffer
        GL.GenBuffers(1, out VBO);
        GL.BindBuffer(BufferTarget.ArrayBuffer, VBO);
        GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Positions.Length * Vector3.SizeInBytes),
        Positions, BufferUsageHint.StaticDraw);
        GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
        // Index buffer
        GL.GenBuffers(1, out VBOIndices);
        GL.BindBuffer(BufferTarget.ElementArrayBuffer, VBOIndices);
        GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(Indices.Length * sizeof(uint)),
        Indices, BufferUsageHint.StaticDraw);
        GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
        GL.GenVertexArrays(1, out VAO);
        GL.BindVertexArray(VAO);
        GL.BindBuffer(BufferTarget.ArrayBuffer, VBO);
        GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, 0);
        GL.BindBuffer(BufferTarget.ArrayBuffer, VBONormals);
        GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 0, 0);
        GL.BindBuffer(BufferTarget.ArrayBuffer, VBOTexCoords);
        GL.VertexAttribPointer(2, 3, VertexAttribPointerType.Float, false, 0, 0);
        GL.EnableVertexAttribArray(0);
        GL.EnableVertexAttribArray(1);
        GL.EnableVertexAttribArray(2);
        GL.BindBuffer(BufferTarget.ElementArrayBuffer, VBOIndices);
        // Clean up
        GL.BindVertexArray(0);
        GL.DisableVertexAttribArray(0);
        GL.DisableVertexAttribArray(1);
        GL.DisableVertexAttribArray(2);
        GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
        GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);

和渲染代码:

        VBOTexture.Bind();
        GL.BindVertexArray(VAO);
        //GL.DrawRangeElements(PrimitiveType.Triangles, 0, Positions.Length, Indices.Length, DrawElementsType.UnsignedInt, IntPtr.Zero);
        GL.DrawArrays(PrimitiveType.Triangles, 0, Indices.Length);

顶点着色器:

#version 430 core

layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec3 texcoord;

layout (location = 1) uniform mat4 projection;

layout (location = 0) out vec3 f_color;

void main()
{
    f_color = normal;
    gl_Position = projection * vec4(position, 1.0);
}

片段着色器:

#version 430 core

layout (binding = 0) uniform sampler2D tex;

layout (location = 0) in vec3 f_color;

out vec4 color;

void main()
{
    vec4 tcolor = texture2D(tex, gl_TexCoord[0].st);
    float dist = 0.0;
    if (gl_TexCoord[0].x < 0.5)
    {
        dist = gl_TexCoord[0].x;
    }
    else
    {
        dist = 1.0 - gl_TexCoord[0].x;
    }
    if (gl_TexCoord[0].y < 0.5)
    {
        dist *= gl_TexCoord[0].y;
    }
    else
    {
        dist *= 1.0 - gl_TexCoord[0].y;
    }
    dist *= 32;
    dist = min(1, dist);
    color = vec4(tcolor[0] * dist, tcolor[1] * dist, tcolor[2] * dist, tcolor[3]);
}

请注意,将绘制调用切换到 commented-out 会产生相同的结果。

另请注意:原始代码完全相同,只是减去 VAO 块,并使用此进行渲染:

        GL.PushClientAttrib(ClientAttribMask.ClientVertexArrayBit);
        GL.BindBuffer(BufferTarget.ArrayBuffer, VBONormals);
        GL.NormalPointer(NormalPointerType.Float, Vector3.SizeInBytes, IntPtr.Zero);
        GL.EnableClientState(ArrayCap.NormalArray);
        GL.BindBuffer(BufferTarget.ArrayBuffer, VBOTexCoords);
        GL.TexCoordPointer(2, TexCoordPointerType.Float, Vector2.SizeInBytes, IntPtr.Zero);
        GL.EnableClientState(ArrayCap.TextureCoordArray);
        GL.BindBuffer(BufferTarget.ArrayBuffer, VBO);
        GL.VertexPointer(3, VertexPointerType.Float, Vector3.SizeInBytes, IntPtr.Zero);
        GL.EnableClientState(ArrayCap.VertexArray);
        GL.BindBuffer(BufferTarget.ElementArrayBuffer, VBOIndices);
        GL.DrawElements(PrimitiveType.Quads, Indices.Length, DrawElementsType.UnsignedInt, IntPtr.Zero);
        GL.PopClientAttrib();

(除了出于不相关的原因我还将纹理坐标从 Vector2 切换到 Vector3)

我哪里做错了?

您的旧代码使用 drawElements,但您的新代码使用 drawArrays

    VBOTexture.Bind();
    GL.BindVertexArray(VAO);
    //GL.DrawRangeElements(PrimitiveType.Triangles, 0, Positions.Length, Indices.Length, DrawElementsType.UnsignedInt, IntPtr.Zero);
    GL.DrawElements(PrimitiveType.Quads, Indices.Length, DrawElementsType.UnsignedInt, IntPtr.Zero);