Warning: file_get_contents(/data/phpspider/zhask/data//catemap/6/cplusplus/140.json): failed to open stream: No such file or directory in /data/phpspider/zhask/libs/function.php on line 167

Warning: Invalid argument supplied for foreach() in /data/phpspider/zhask/libs/tag.function.php on line 1116

Notice: Undefined index: in /data/phpspider/zhask/libs/function.php on line 180

Warning: array_chunk() expects parameter 1 to be array, null given in /data/phpspider/zhask/libs/function.php on line 181
C++ 使用VAO在OpenGL中实例化顺序更改绘图_C++_Opengl_Vbo_Vao - Fatal编程技术网

C++ 使用VAO在OpenGL中实例化顺序更改绘图

C++ 使用VAO在OpenGL中实例化顺序更改绘图,c++,opengl,vbo,vao,C++,Opengl,Vbo,Vao,我尝试使用VAOs、VBOs和IBOs在平面上绘制一组球体。在使用这些工具之前,一切都按预期绘制。在我开始使用这些之后,事情变得很奇怪。我不能在这里发布我的全部代码,因为我有5个类(但如果有必要,我可以提供代码链接),所以我将尝试发布我认为有用的内容 使用该类,我可以绘制一个球体: SphereShaderProgram::SphereShaderProgram(std::string vertexShaderPath, std::string fragmentShaderPath) : Pro

我尝试使用VAOs、VBOs和IBOs在平面上绘制一组球体。在使用这些工具之前,一切都按预期绘制。在我开始使用这些之后,事情变得很奇怪。我不能在这里发布我的全部代码,因为我有5个类(但如果有必要,我可以提供代码链接),所以我将尝试发布我认为有用的内容

使用该类,我可以绘制一个球体:

SphereShaderProgram::SphereShaderProgram(std::string vertexShaderPath, std::string fragmentShaderPath) : ProgramManager(vertexShaderPath, fragmentShaderPath)
{
    _sphereH = 20;
    _sphereW = 20;
    _vbo = 0;
    _vao = 0;
    _ibo = 0;
    CreateProgram();
    BuildSphere();
    BuildVAO();
}


SphereShaderProgram::~SphereShaderProgram()
{
    glDeleteVertexArrays(1, &_vao);
    glDeleteBuffers(1, &_vbo);
    glDeleteBuffers(1, &_ibo);
}


void SphereShaderProgram::DrawSphere(const glm::mat4 &Projection, const glm::mat4 &ModelView)
{
    _ModelViewProjection = Projection * ModelView;
    _ModelView = ModelView;

    Bind(); //glUseProgram

    glBindVertexArray(_vao);
    LoadVariables();
    glDrawElements(GL_TRIANGLES, _sphereIndexes.size(), GL_UNSIGNED_INT, 0);
    glBindVertexArray(0);

    UnBind();
}


int SphereShaderProgram::Get1DIndex(int line, int column)
{
    return line * (int) _sphereH + column;
}


void SphereShaderProgram::BuildSphere()
{
    for (int l = 0; l < _sphereH - 1; l++)
    {
        for (int c = 0; c < _sphereW - 1; c++)
        {
            int v1_1 = Get1DIndex(l, c);
            int v2_1 = Get1DIndex(l + 1, c + 1);
            int v3_1 = Get1DIndex(l + 1, c);

            int v1_2 = Get1DIndex(l, c);
            int v2_2 = Get1DIndex(l, c + 1);
            int v3_2 = Get1DIndex(l + 1, c + 1);

            _sphereIndexes.push_back(v1_1);
            _sphereIndexes.push_back(v2_1);
            _sphereIndexes.push_back(v3_1);

            _sphereIndexes.push_back(v1_2);
            _sphereIndexes.push_back(v2_2);
            _sphereIndexes.push_back(v3_2);
        }
    }

    for (int l = 0; l < _sphereH; l++)
    {
        for (int c = 0; c < _sphereW; c++)
        {
            float theta = ((float) l / (_sphereH - 1)) * (float) PI;
            float phi = ((float) c / (_sphereW - 1)) * 2 * (float) PI;
            float x = sin(theta) * cos(phi);
            float z = sin(theta) * sin(phi);
            float y = cos(theta);

            _sphereCoordinates.push_back(x);
            _sphereCoordinates.push_back(y);
            _sphereCoordinates.push_back(z);
        }
    }
}


void SphereShaderProgram::BuildVAO()
{
    // Generate and bind the vertex array object
    glGenVertexArrays(1, &_vao);
    glBindVertexArray(_vao);

    // Generate and bind the vertex buffer object
    glGenBuffers(1, &_vbo);
    glBindBuffer(GL_ARRAY_BUFFER, _vbo);
    glBufferData(GL_ARRAY_BUFFER, _sphereCoordinates.size() * sizeof(float), &_sphereCoordinates[0], GL_STATIC_DRAW);

    // Generate and bind the index buffer object
    glGenBuffers(1, &_ibo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, _sphereIndexes.size() * sizeof(unsigned int), &_sphereIndexes[0], GL_STATIC_DRAW);

    glBindVertexArray(0);
}


void SphereShaderProgram::LoadUniformVariables()
{
    glm::mat4 MVP = _ModelViewProjection;
    glm::mat4 MV = _ModelView;
    glm::mat3 N = glm::transpose(glm::inverse(glm::mat3(MV)));
    glm::vec4 AC = glm::vec4(0.2, 0.2, 0.2, 1.0);
    glm::vec4 DC = glm::vec4(0.7, 0.0, 0.0, 1.0);
    glm::vec4 SC = glm::vec4(0.1, 0.1, 0.1, 1.0);
    glm::vec3 LP = glm::vec3(1.0, 6.0, 4.0);

    // OpenGL Matrices 
    GLuint ModelViewProjection_location = glGetUniformLocation(GetProgramID(), "mvpMatrix");
    glUniformMatrix4fv(ModelViewProjection_location, 1, GL_FALSE, glm::value_ptr(MVP));

    GLuint ModelView_location = glGetUniformLocation(GetProgramID(), "mvMatrix");
    glUniformMatrix4fv(ModelView_location, 1, GL_FALSE, glm::value_ptr(MV));

    GLuint Normal_location = glGetUniformLocation(GetProgramID(), "normalMatrix");
    glUniformMatrix3fv(Normal_location, 1, GL_FALSE, glm::value_ptr(N));

    // Lighting 
    GLuint AmbientColor_location = glGetUniformLocation(GetProgramID(), "ambientColor");
    glUniform4fv(AmbientColor_location, 1, glm::value_ptr(AC));

    GLuint DiffuseColor_location = glGetUniformLocation(GetProgramID(), "diffuseColor");
    glUniform4fv(DiffuseColor_location, 1, glm::value_ptr(DC));

    GLuint SpecularColor_location = glGetUniformLocation(GetProgramID(), "specularColor");
    glUniform4fv(SpecularColor_location, 1, glm::value_ptr(SC));

    GLuint LightPosition_location = glGetUniformLocation(GetProgramID(), "vLightPosition");
    glUniform3fv(LightPosition_location, 1, glm::value_ptr(LP));
}


void SphereShaderProgram::LoadAtributeVariables()
{
    // Vertex Attributes
    GLuint VertexPosition_location = glGetAttribLocation(GetProgramID(), "vPosition");
    glEnableVertexAttribArray(VertexPosition_location);

    glVertexAttribPointer(VertexPosition_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
}


void SphereShaderProgram::LoadVariables()
{
    LoadUniformVariables();
    LoadAtributeVariables();
}
另一方面,这是我的主要观点:

int main(void)
{
    // Set the error callback  
    glfwSetErrorCallback(ErrorCallback);

    // Initialize GLFW  
    if (!glfwInit())
    {
        printf("Error initializing GLFW!\n");
        exit(EXIT_FAILURE);
    }

    // Set the GLFW window creation hints - these are optional  
    glfwWindowHint(GLFW_SAMPLES, 4);

    // Create a window and create its OpenGL context    
    GLFWwindow* window = glfwCreateWindow(width, height, "OpenGL 4 Base", NULL, NULL);

    // If the window couldn't be created  
    if (!window)
    {
        fprintf(stderr, "Failed to open GLFW window.\n");
        glfwTerminate();
        exit(EXIT_FAILURE);
    }

    // Sets the context of the specified window on the calling thread  
    glfwMakeContextCurrent(window);

    // Initialize GLEW
    glewExperimental = true;
    GLenum glewError = glewInit();
    if (glewError != GLEW_OK)
    {
        printf("Error initializing GLEW! %s\n", glewGetErrorString(glewError));
        glfwDestroyWindow(window);
        glfwTerminate();
        exit(EXIT_FAILURE);
    }

    glfwSetKeyCallback(window, KeyCallback);
    glfwSetWindowSizeCallback(window, WindowSizeCallback);
    glfwSetScrollCallback(window, ScrollCallback);

    // Set the view matrix
    glm::mat4 ModelView = glm::lookAt(glm::vec3(0.0f, 7.0f, 15.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));

    // Init matrix stack
    glm_ModelViewMatrix.push(ModelView);

    PlaneShaderProgram PlaneShaderProgram("FloorVertexShader.txt", "FloorFragShader.txt");
    SphereShaderProgram SphereShaderProgram("ADSPerVertexVertexShader.txt", "ADSPerVertexFragShader.txt");
    //SphereShaderProgram SphereShaderProgram = SphereShaderProgram("ADSPerPixelVertexShader.txt", "ADSPerPixelFragShader.txt");

    // Set a background color  
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    // 3D objects
    glEnable(GL_DEPTH_TEST);

    float d = 2.0f;
    float p0 = -10.0f + d / 2;
    // Main Loop  
    while (!glfwWindowShouldClose(window))
    {
        // Clear color buffer  
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Clone current modelview matrix, which can now be modified 
        glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
        {
            //------- ModelView Transformations
            // Zoom in/out
            glm_ModelViewMatrix.top() = glm::translate(glm_ModelViewMatrix.top(), glm::vec3(0.0, 0.0, zoom));
            // Rotation
            glm_ModelViewMatrix.top() = glm::rotate(glm_ModelViewMatrix.top(), beta, glm::vec3(1.0, 0.0, 0.0));
            glm_ModelViewMatrix.top() = glm::rotate(glm_ModelViewMatrix.top(), alpha, glm::vec3(0.0, 0.0, 1.0));

            //------- Draw the plane
            glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
            {
                glm_ModelViewMatrix.top() = glm::scale(glm_ModelViewMatrix.top(), glm::vec3(7.0f, 1.0f, 7.0f));

                PlaneShaderProgram.DrawPlane(Projection, glm_ModelViewMatrix.top());
            }
            glm_ModelViewMatrix.pop();

            //------- Draw spheres
            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 10; j++)
                {
                    glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
                    {
                        glm_ModelViewMatrix.top() = glm::scale(glm_ModelViewMatrix.top(), glm::vec3(0.5f, 0.5f, 0.5f));
                        glm_ModelViewMatrix.top() = glm::translate(glm_ModelViewMatrix.top(), glm::vec3(p0 + i * d, 1.0f, p0 + j * d));

                        SphereShaderProgram.DrawSphere(Projection, glm_ModelViewMatrix.top());
                    }
                    glm_ModelViewMatrix.pop();
                }
            }
        }
        glm_ModelViewMatrix.pop();

        // Swap buffers  
        glfwSwapBuffers(window);

        // Get and organize events, like keyboard and mouse input, window resizing, etc...  
        glfwPollEvents();
    }

    // Close OpenGL window and terminate GLFW  
    glfwDestroyWindow(window);
    // Finalize and clean up GLFW  
    glfwTerminate();

    exit(EXIT_SUCCESS);
}
int main(无效)
{
//设置错误回调
glfwSetErrorCallback(ErrorCallback);
//初始化GLFW
如果(!glfwInit())
{
printf(“初始化GLFW时出错!\n”);
退出(退出失败);
}
//设置GLFW窗口创建提示-这些是可选的
glfwWindowHint(GLFW_样本,4个);
//创建窗口并创建其OpenGL上下文
GLFWwindow*window=glfwCreateWindow(宽度、高度,“OpenGL 4 Base”,NULL,NULL);
//如果无法创建窗口
如果(!窗口)
{
fprintf(stderr,“无法打开GLFW窗口。\n”);
glfwTerminate();
退出(退出失败);
}
//在调用线程上设置指定窗口的上下文
glfwMakeContextCurrent(窗口);
//初始化GLEW
glewExperimental=true;
GLenum glewError=glewInit();
如果(glewError!=GLEW_OK)
{
printf(“初始化GLEW时出错!%s\n”,glewGetErrorString(glewError));
GLFW窗口(窗口);
glfwTerminate();
退出(退出失败);
}
glfwSetKeyCallback(窗口,KeyCallback);
glfwSetWindowSizeCallback(窗口,WindowSizeCallback);
glfwSetScrollCallback(窗口、滚动回调);
//设置视图矩阵
glm::mat4 ModelView=glm::lookAt(glm::vec3(0.0f,7.0f,15.0f),glm::vec3(0.0f,0.0f,0.0f),glm::vec3(0.0f,1.0f,0.0f));
//初始化矩阵堆栈
glm_ModelViewMatrix.push(ModelView);
PlaneShaderProgram PlaneShaderProgram(“FloorVertexShader.txt”、“FloorFragShader.txt”);
SphereShareProgram SphereShareProgram(“ADSPerVertexVertexShader.txt”、“ADSPerVertexFragShader.txt”);
//SphereShaderProgram SphereShaderProgram=SphereShaderProgram(“ADSPerPixelVertexShader.txt”、“ADSPerPixelFragShader.txt”);
//设置背景色
glClearColor(0.0f、0.0f、0.0f、0.0f);
//三维对象
glEnable(GLU深度试验);
浮球d=2.0f;
浮动p0=-10.0f+d/2;
//主回路
而(!glfwWindowShouldClose(窗口))
{
//清晰颜色缓冲区
glClear(GL_颜色_缓冲_位| GL_深度_缓冲_位);
//克隆当前modelview矩阵,现在可以对其进行修改
glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
{
//-------模型视图转换
//放大/缩小
glm_ModelViewMatrix.top()=glm::translate(glm_ModelViewMatrix.top(),glm::vec3(0.0,0.0,zoom));
//轮换
glm_ModelViewMatrix.top()=glm::rotate(glm_ModelViewMatrix.top(),beta,glm::vec3(1.0,0.0,0.0));
glm_ModelViewMatrix.top()=glm::rotate(glm_ModelViewMatrix.top(),alpha,glm::vec3(0.0,0.0,1.0));
//-------画飞机
glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
{
glm_ModelViewMatrix.top()=glm::scale(glm_ModelViewMatrix.top(),glm::vec3(7.0f,1.0f,7.0f));
DrawPlane(投影,glm_ModelViewMatrix.top());
}
glm_ModelViewMatrix.pop();
//-------画球体
对于(int i=0;i<10;i++)
{
对于(int j=0;j<10;j++)
{
glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
{
glm_ModelViewMatrix.top()=glm::scale(glm_ModelViewMatrix.top(),glm::vec3(0.5f,0.5f,0.5f));
glm_ModelViewMatrix.top()=glm::translate(glm_ModelViewMatrix.top(),glm::vec3(p0+i*d,1.0f,p0+j*d));
DrawSphere(投影,glm_ModelViewMatrix.top());
}
glm_ModelViewMatrix.pop();
}
}
}
glm_ModelViewMatrix.pop();
//交换缓冲区
glfwSwapBuffers(窗口);
//获取并组织事件,如键盘和鼠标输入、窗口大小调整等。。。
glfwPollEvents();
}
//关闭OpenGL窗口并终止GLFW
GLFW窗口(窗口);
//最终确定并清理GLFW
glfwTerminate();
退出(退出成功);
}
实例化平面和球体程序,我得到以下结果(根本没有平面):

更改顺序,即结果:

我正试图找到一个关于我遗漏了什么的线索,因为我不知道到底是什么错了。在使用VAOs之前(仅使用
glvertexattributepointer
gldrawerelements
),所有内容都正确绘制


提前感谢。

问题在于
glvertexattributepointer()
调用的位置。您在
LoadAtributeVariables()
方法中调用它,然后从
Draw*()
方法调用它

这应该是VAO设置的一部分,原因如下:

  • 每次重画都打电话是没有效率的。此调用设置作为VAO状态一部分的状态。这就是最初使用VAO的全部想法。您可以在设置过程中设置所有此状态一次,然后只需在draw调用之前再次绑定VAO,这将使用单个调用再次设置所有状态
  • 在您的情况下,VBO在您呼叫时不受约束
    glVertexAttribPointer()
    设置属性以从当前绑定的VBO中提取数据,即绑定为
    GL\u ARRAY\u buffer的缓冲区
第一个问题只是性能问题
int main(void)
{
    // Set the error callback  
    glfwSetErrorCallback(ErrorCallback);

    // Initialize GLFW  
    if (!glfwInit())
    {
        printf("Error initializing GLFW!\n");
        exit(EXIT_FAILURE);
    }

    // Set the GLFW window creation hints - these are optional  
    glfwWindowHint(GLFW_SAMPLES, 4);

    // Create a window and create its OpenGL context    
    GLFWwindow* window = glfwCreateWindow(width, height, "OpenGL 4 Base", NULL, NULL);

    // If the window couldn't be created  
    if (!window)
    {
        fprintf(stderr, "Failed to open GLFW window.\n");
        glfwTerminate();
        exit(EXIT_FAILURE);
    }

    // Sets the context of the specified window on the calling thread  
    glfwMakeContextCurrent(window);

    // Initialize GLEW
    glewExperimental = true;
    GLenum glewError = glewInit();
    if (glewError != GLEW_OK)
    {
        printf("Error initializing GLEW! %s\n", glewGetErrorString(glewError));
        glfwDestroyWindow(window);
        glfwTerminate();
        exit(EXIT_FAILURE);
    }

    glfwSetKeyCallback(window, KeyCallback);
    glfwSetWindowSizeCallback(window, WindowSizeCallback);
    glfwSetScrollCallback(window, ScrollCallback);

    // Set the view matrix
    glm::mat4 ModelView = glm::lookAt(glm::vec3(0.0f, 7.0f, 15.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));

    // Init matrix stack
    glm_ModelViewMatrix.push(ModelView);

    PlaneShaderProgram PlaneShaderProgram("FloorVertexShader.txt", "FloorFragShader.txt");
    SphereShaderProgram SphereShaderProgram("ADSPerVertexVertexShader.txt", "ADSPerVertexFragShader.txt");
    //SphereShaderProgram SphereShaderProgram = SphereShaderProgram("ADSPerPixelVertexShader.txt", "ADSPerPixelFragShader.txt");

    // Set a background color  
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    // 3D objects
    glEnable(GL_DEPTH_TEST);

    float d = 2.0f;
    float p0 = -10.0f + d / 2;
    // Main Loop  
    while (!glfwWindowShouldClose(window))
    {
        // Clear color buffer  
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Clone current modelview matrix, which can now be modified 
        glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
        {
            //------- ModelView Transformations
            // Zoom in/out
            glm_ModelViewMatrix.top() = glm::translate(glm_ModelViewMatrix.top(), glm::vec3(0.0, 0.0, zoom));
            // Rotation
            glm_ModelViewMatrix.top() = glm::rotate(glm_ModelViewMatrix.top(), beta, glm::vec3(1.0, 0.0, 0.0));
            glm_ModelViewMatrix.top() = glm::rotate(glm_ModelViewMatrix.top(), alpha, glm::vec3(0.0, 0.0, 1.0));

            //------- Draw the plane
            glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
            {
                glm_ModelViewMatrix.top() = glm::scale(glm_ModelViewMatrix.top(), glm::vec3(7.0f, 1.0f, 7.0f));

                PlaneShaderProgram.DrawPlane(Projection, glm_ModelViewMatrix.top());
            }
            glm_ModelViewMatrix.pop();

            //------- Draw spheres
            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 10; j++)
                {
                    glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
                    {
                        glm_ModelViewMatrix.top() = glm::scale(glm_ModelViewMatrix.top(), glm::vec3(0.5f, 0.5f, 0.5f));
                        glm_ModelViewMatrix.top() = glm::translate(glm_ModelViewMatrix.top(), glm::vec3(p0 + i * d, 1.0f, p0 + j * d));

                        SphereShaderProgram.DrawSphere(Projection, glm_ModelViewMatrix.top());
                    }
                    glm_ModelViewMatrix.pop();
                }
            }
        }
        glm_ModelViewMatrix.pop();

        // Swap buffers  
        glfwSwapBuffers(window);

        // Get and organize events, like keyboard and mouse input, window resizing, etc...  
        glfwPollEvents();
    }

    // Close OpenGL window and terminate GLFW  
    glfwDestroyWindow(window);
    // Finalize and clean up GLFW  
    glfwTerminate();

    exit(EXIT_SUCCESS);
}
// Generate and bind the vertex buffer object
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, _sphereCoordinates.size() * sizeof(float), &_sphereCoordinates[0], GL_STATIC_DRAW);

LoadAtributeVariables();