OpenGL 索引缓冲以形成正方形
OpenGL Index Buffering To Make A Square
我是 OpenGL 的新手,一直在关注 Jeffrey Chastine 的 YouTube 教程。作为个人练习,我想使用索引缓冲区制作一个简单的正方形。遗憾的是,在我的尝试中,我只看到绘制了一个三角形(当我期望有两个时)。我不确定我错过了什么。这是我的代码,我试着在评论中解释我的 logic/reasoning。不对的地方欢迎指正:
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <iostream>
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
GLuint shaderProgramID;
GLuint vao = 0;
GLuint vbo;
GLuint positionID, colorID;
GLuint indexBufferID;
#pragma region SHADER_FUNCTIONS
static char* readFile(const char* fileName)
{
//Open the file
FILE* fp = fopen(fileName, "r");
//Move the file pointer to the end of the file and determining the length
fseek(fp, 0, SEEK_END);
long file_length = ftell(fp);
fseek(fp, 0, SEEK_SET);
char* contents = new char[file_length + 1];
//zero out memory
for(int i = 0; i < file_length+1; i++)
{
contents[i] = 0;
}
//Here's the actual read
fread(contents, 1, file_length, fp);
contents[file_length + 1] = '[=10=]';
fclose(fp);
return contents;
}
bool compiledStatus(GLint shaderID){
GLint compiled = 0;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compiled);
if (compiled) {
return true;
}
else {
GLint logLength;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength);
char* msgBuffer = new char[logLength];
glGetShaderInfoLog(shaderID, logLength, NULL, msgBuffer);
printf ("%s\n", msgBuffer);
delete (msgBuffer);
return false;
}
}
//Takes in source code as string
GLuint makeVertexShader(const char* shaderSource)
{
//Call GL to make a vertex shader and get the ID
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
//Bind the provided source code to the shader ID
glShaderSource(vertexShaderID, 1, (const GLchar**)&shaderSource, NULL);
//Compile the vertex Shader
glCompileShader(vertexShaderID);
bool compiledCorrect = compiledStatus(vertexShaderID);
if(compiledCorrect)
{
return vertexShaderID;
}
return -1;
return vertexShaderID;
}
GLuint makeFragmentShader(const char* shaderSource)
{
//Call GL to make a fragment shader and get the ID
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
//Bind the provided source code to the shader ID
glShaderSource(fragmentShaderID, 1, (const GLchar**)&shaderSource, NULL);
//Compile the fragment Shader
glCompileShader(fragmentShaderID);
bool compiledCorrect = compiledStatus(fragmentShaderID);
if(compiledCorrect)
{
return fragmentShaderID;
}
return -1;
return fragmentShaderID;
}
#pragma endregion SHADER_FUNCTIONS
void changeViewport(int w, int h)
{
glViewport(0, 0, w, h);
}
//This is the function we are using each time the window needs to be redrawn
void render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_INT, NULL);
glutSwapBuffers();
}
GLuint makeShaderProgram(GLuint vertextShaderID, GLuint fragmentShaderID)
{
GLuint shaderID = glCreateProgram();
//Attach the vertex shader to the shader program
glAttachShader(shaderID, vertextShaderID);
//Attatch the fragment shader to the shader program
glAttachShader(shaderID, fragmentShaderID);
//Link all the shaders together
glLinkProgram(shaderID);
return shaderID;
}
int main (int argc, char** argv)
{
//Standards
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA);
glutInitWindowSize(800, 600);
glutCreateWindow("Test");
glutReshapeFunc(changeViewport);
glutDisplayFunc(render);
glewInit();
//Verticies
GLfloat vertices_0[] = {-0.5f, -0.5f, 0.0f, //0 -> Bottom Left
-0.5f, 0.5f, 0.0f, //1 -> Top Left
0.5f, -0.5f, 0.0f, //2 -> Bottom Right
0.05f, 0.5f, 0.0f};//3 -> Top Right
//Colors
GLfloat colors_0[] = {1.0f, 0.0, 0.0f, 1.0f,//0
0.0f, 1.0f, 0.0f, 1.0f,//1
0.0f, 0.0f, 1.0f, 1.0f,//2
1.0f, 0.0f, 1.0f, 1.0f};//3
//Indicies -> Triangle 1 -> 0 1 2, Traingle 2 -> 1 3 2
GLuint indicies_0[] = {0, 1, 2, 1, 3, 2};
//Read the vertex shader
char* vertexShaderSourceCode = readFile("vertexShader.vsh");
//Read the fragment shader
char* fragmentShaderSourceCode = readFile("fragmentShader.fsh");
//Make Vertex Shader
GLuint vertexShaderID = makeVertexShader(vertexShaderSourceCode);
//Make Fragment Shader
GLuint fragmentShaderID = makeFragmentShader(fragmentShaderSourceCode);
//Make Shader Program
shaderProgramID = makeShaderProgram(vertexShaderID, fragmentShaderID);
printf("Vertex Shader ID is %d\n", vertexShaderID);
printf("Fragment Shader ID is %d\n", fragmentShaderID);
printf("Shader Program ID is %d\n", shaderProgramID);
printf("s_vPosition's ID is %d\n", positionID);
//Create vertex array object
glGenVertexArrays(1, &vao);
//Bind Vertex array object
glBindVertexArray(vao);
//Create vertex buffer object
glGenBuffers(1, &vbo);
//Bind vertex buffer object
glBindBuffer(GL_ARRAY_BUFFER, vbo);
//Create Buffer ->7 Values for 4 vertices
glBufferData(GL_ARRAY_BUFFER, 7*4*sizeof(GLfloat), NULL, GL_STATIC_DRAW);
//Starting at the beggining of the buffer, place the position data (3 values for 4 verticies)
glBufferSubData(GL_ARRAY_BUFFER, 0, 3*4*sizeof(GLfloat), vertices_0);
//Starting after the placement of position data, place the color data (4 values for 4 verticies)
glBufferSubData(GL_ARRAY_BUFFER, 3*4*sizeof(GLfloat), 4*4*sizeof(GLfloat), colors_0);
//Generate the index buffer
glGenBuffers(1, &indexBufferID);
//Bind the buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
//Place index buffer data for the 6 indicies
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6*sizeof(GLuint), indicies_0, GL_STATIC_DRAW);
//Get the position attribute from the shader
positionID = glGetAttribLocation(shaderProgramID, "s_vPosition");
//Get the color attribute from the shader
colorID = glGetAttribLocation(shaderProgramID, "s_vColor");
//Tell the variables where they can find its info in the buffer
glVertexAttribPointer(positionID, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(colorID, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(vertices_0)));
//Tell the program to use the shader program
glUseProgram(shaderProgramID);
//Turn on the position variable in the shader
glEnableVertexAttribArray(positionID);
//Turn on the color variable in the shader
glEnableVertexAttribArray(colorID);
glutMainLoop();
return 0;
}
如评论中所述,您的顶点定义有误(0.05f 应为 0.5f)。
但是,您只看到一个三角形而不是 2 个的原因是这条线:
glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_INT, NULL);
第二个参数在OpenGL documentation中描述为
count - Specifies the number of elements to be rendered.
这是索引计数(每个元素都由索引数组中的条目引用),因此应该是索引数组中的条目数,而不是唯一索引数。所以把 4 改成 6。
请注意,如果您使用 GL_TRIANGLE_STRIP
或 GL_TRIANGLE_FAN
而不是 GL_TRIANGLES
,您将只需要 4 个索引 {0, 1, 2, 3} 并且您可以传递 4正在做,因为第一个三角形之后的每个三角形与前一个三角形共享其索引的 2 个,总索引计数为(三角形计数 + 2)。但是,当使用 GL_TRIANGLES
时,每个三角形分别指定了 3 个索引(三角形数 * 3)。
我是 OpenGL 的新手,一直在关注 Jeffrey Chastine 的 YouTube 教程。作为个人练习,我想使用索引缓冲区制作一个简单的正方形。遗憾的是,在我的尝试中,我只看到绘制了一个三角形(当我期望有两个时)。我不确定我错过了什么。这是我的代码,我试着在评论中解释我的 logic/reasoning。不对的地方欢迎指正:
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <iostream>
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
GLuint shaderProgramID;
GLuint vao = 0;
GLuint vbo;
GLuint positionID, colorID;
GLuint indexBufferID;
#pragma region SHADER_FUNCTIONS
static char* readFile(const char* fileName)
{
//Open the file
FILE* fp = fopen(fileName, "r");
//Move the file pointer to the end of the file and determining the length
fseek(fp, 0, SEEK_END);
long file_length = ftell(fp);
fseek(fp, 0, SEEK_SET);
char* contents = new char[file_length + 1];
//zero out memory
for(int i = 0; i < file_length+1; i++)
{
contents[i] = 0;
}
//Here's the actual read
fread(contents, 1, file_length, fp);
contents[file_length + 1] = '[=10=]';
fclose(fp);
return contents;
}
bool compiledStatus(GLint shaderID){
GLint compiled = 0;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compiled);
if (compiled) {
return true;
}
else {
GLint logLength;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength);
char* msgBuffer = new char[logLength];
glGetShaderInfoLog(shaderID, logLength, NULL, msgBuffer);
printf ("%s\n", msgBuffer);
delete (msgBuffer);
return false;
}
}
//Takes in source code as string
GLuint makeVertexShader(const char* shaderSource)
{
//Call GL to make a vertex shader and get the ID
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
//Bind the provided source code to the shader ID
glShaderSource(vertexShaderID, 1, (const GLchar**)&shaderSource, NULL);
//Compile the vertex Shader
glCompileShader(vertexShaderID);
bool compiledCorrect = compiledStatus(vertexShaderID);
if(compiledCorrect)
{
return vertexShaderID;
}
return -1;
return vertexShaderID;
}
GLuint makeFragmentShader(const char* shaderSource)
{
//Call GL to make a fragment shader and get the ID
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
//Bind the provided source code to the shader ID
glShaderSource(fragmentShaderID, 1, (const GLchar**)&shaderSource, NULL);
//Compile the fragment Shader
glCompileShader(fragmentShaderID);
bool compiledCorrect = compiledStatus(fragmentShaderID);
if(compiledCorrect)
{
return fragmentShaderID;
}
return -1;
return fragmentShaderID;
}
#pragma endregion SHADER_FUNCTIONS
void changeViewport(int w, int h)
{
glViewport(0, 0, w, h);
}
//This is the function we are using each time the window needs to be redrawn
void render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_INT, NULL);
glutSwapBuffers();
}
GLuint makeShaderProgram(GLuint vertextShaderID, GLuint fragmentShaderID)
{
GLuint shaderID = glCreateProgram();
//Attach the vertex shader to the shader program
glAttachShader(shaderID, vertextShaderID);
//Attatch the fragment shader to the shader program
glAttachShader(shaderID, fragmentShaderID);
//Link all the shaders together
glLinkProgram(shaderID);
return shaderID;
}
int main (int argc, char** argv)
{
//Standards
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA);
glutInitWindowSize(800, 600);
glutCreateWindow("Test");
glutReshapeFunc(changeViewport);
glutDisplayFunc(render);
glewInit();
//Verticies
GLfloat vertices_0[] = {-0.5f, -0.5f, 0.0f, //0 -> Bottom Left
-0.5f, 0.5f, 0.0f, //1 -> Top Left
0.5f, -0.5f, 0.0f, //2 -> Bottom Right
0.05f, 0.5f, 0.0f};//3 -> Top Right
//Colors
GLfloat colors_0[] = {1.0f, 0.0, 0.0f, 1.0f,//0
0.0f, 1.0f, 0.0f, 1.0f,//1
0.0f, 0.0f, 1.0f, 1.0f,//2
1.0f, 0.0f, 1.0f, 1.0f};//3
//Indicies -> Triangle 1 -> 0 1 2, Traingle 2 -> 1 3 2
GLuint indicies_0[] = {0, 1, 2, 1, 3, 2};
//Read the vertex shader
char* vertexShaderSourceCode = readFile("vertexShader.vsh");
//Read the fragment shader
char* fragmentShaderSourceCode = readFile("fragmentShader.fsh");
//Make Vertex Shader
GLuint vertexShaderID = makeVertexShader(vertexShaderSourceCode);
//Make Fragment Shader
GLuint fragmentShaderID = makeFragmentShader(fragmentShaderSourceCode);
//Make Shader Program
shaderProgramID = makeShaderProgram(vertexShaderID, fragmentShaderID);
printf("Vertex Shader ID is %d\n", vertexShaderID);
printf("Fragment Shader ID is %d\n", fragmentShaderID);
printf("Shader Program ID is %d\n", shaderProgramID);
printf("s_vPosition's ID is %d\n", positionID);
//Create vertex array object
glGenVertexArrays(1, &vao);
//Bind Vertex array object
glBindVertexArray(vao);
//Create vertex buffer object
glGenBuffers(1, &vbo);
//Bind vertex buffer object
glBindBuffer(GL_ARRAY_BUFFER, vbo);
//Create Buffer ->7 Values for 4 vertices
glBufferData(GL_ARRAY_BUFFER, 7*4*sizeof(GLfloat), NULL, GL_STATIC_DRAW);
//Starting at the beggining of the buffer, place the position data (3 values for 4 verticies)
glBufferSubData(GL_ARRAY_BUFFER, 0, 3*4*sizeof(GLfloat), vertices_0);
//Starting after the placement of position data, place the color data (4 values for 4 verticies)
glBufferSubData(GL_ARRAY_BUFFER, 3*4*sizeof(GLfloat), 4*4*sizeof(GLfloat), colors_0);
//Generate the index buffer
glGenBuffers(1, &indexBufferID);
//Bind the buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
//Place index buffer data for the 6 indicies
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6*sizeof(GLuint), indicies_0, GL_STATIC_DRAW);
//Get the position attribute from the shader
positionID = glGetAttribLocation(shaderProgramID, "s_vPosition");
//Get the color attribute from the shader
colorID = glGetAttribLocation(shaderProgramID, "s_vColor");
//Tell the variables where they can find its info in the buffer
glVertexAttribPointer(positionID, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(colorID, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(vertices_0)));
//Tell the program to use the shader program
glUseProgram(shaderProgramID);
//Turn on the position variable in the shader
glEnableVertexAttribArray(positionID);
//Turn on the color variable in the shader
glEnableVertexAttribArray(colorID);
glutMainLoop();
return 0;
}
如评论中所述,您的顶点定义有误(0.05f 应为 0.5f)。
但是,您只看到一个三角形而不是 2 个的原因是这条线:
glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_INT, NULL);
第二个参数在OpenGL documentation中描述为
count - Specifies the number of elements to be rendered.
这是索引计数(每个元素都由索引数组中的条目引用),因此应该是索引数组中的条目数,而不是唯一索引数。所以把 4 改成 6。
请注意,如果您使用 GL_TRIANGLE_STRIP
或 GL_TRIANGLE_FAN
而不是 GL_TRIANGLES
,您将只需要 4 个索引 {0, 1, 2, 3} 并且您可以传递 4正在做,因为第一个三角形之后的每个三角形与前一个三角形共享其索引的 2 个,总索引计数为(三角形计数 + 2)。但是,当使用 GL_TRIANGLES
时,每个三角形分别指定了 3 个索引(三角形数 * 3)。