C++ C++;OpenGL纹理立方体缺少三角形
在我走向OpenGL的过程中,当我遇到这个问题时,我正试图制作一个纹理立方体: 只渲染了我的多维数据集的一部分。应该有12个三角形,但只渲染其中的3个。我看过很多教程,但我似乎找不到代码之间的问题/主要区别。这是我的:C++ C++;OpenGL纹理立方体缺少三角形,c++,opengl,3d,textures,glfw,C++,Opengl,3d,Textures,Glfw,在我走向OpenGL的过程中,当我遇到这个问题时,我正试图制作一个纹理立方体: 只渲染了我的多维数据集的一部分。应该有12个三角形,但只渲染其中的3个。我看过很多教程,但我似乎找不到代码之间的问题/主要区别。这是我的: ... int main(int argc, char* argv[]) { if (!setupGLFW()) return 1; setupApple(); glfwWindowHint(GLFW_SAMPLES, 4); GLFWwin
...
int main(int argc, char* argv[]) {
if (!setupGLFW()) return 1;
setupApple();
glfwWindowHint(GLFW_SAMPLES, 4);
GLFWwindow* window = glfwCreateWindow(WIN_WIDTH, WIN_HEIGHT, "Textured Cube", NULL, NULL);
if (!window) {
log_msg(LOG_ERROR, "Could not open a GLFW3 window!\n");
return 1;
}
glfwMakeContextCurrent(window);
if (!setupGLEW()) return 1;
glClearColor(0.5, 0.5, 0.5, 1.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
static const int vertices = 12 * 3;
static const GLfloat points[] = {
-1.0, -1.0, -1.0,
-1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, -1.0,
-1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, -1.0, 1.0,
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
-1.0, -1.0, -1.0,
-1.0, -1.0, -1.0,
-1.0, 1.0, 1.0,
-1.0, 1.0, -1.0,
1.0, -1.0, 1.0,
-1.0, -1.0, 1.0,
-1.0, -1.0, -1.0,
-1.0, 1.0, 1.0,
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
1.0, 1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, -1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
1.0, -1.0, 1.0
};
static const GLfloat textureCoords[] = {
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
0, 0,
1, 0,
0, 1,
0, 1,
1, 0,
1, 1,
};
GLuint pointBuffer;
glGenBuffers(1, &pointBuffer);
glBindBuffer(GL_ARRAY_BUFFER, pointBuffer);
glBufferData(GL_ARRAY_BUFFER, vertices * 3, points, GL_STATIC_DRAW);
GLuint textureBuffer;
glGenBuffers(1, &textureBuffer);
glBindBuffer(GL_ARRAY_BUFFER, textureBuffer);
glBufferData(GL_ARRAY_BUFFER, vertices * 2, textureCoords, GL_STATIC_DRAW);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, pointBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, textureBuffer);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
GLuint program = getProgramFromFiles("text_cube.vs.glsl", "text_cube.fs.glsl");
glm::mat4 MVP = calculateMVP();
GLuint texture = loadBMP("uvtemplate.bmp");
if (!program) {
log_msg(LOG_ERROR, "There was a problem opening shader.\n");
// clean up
return 1;
}
if (!texture) {
log_msg(LOG_ERROR, "There was a problem opening shader.\n");
// clean up
return 1;
}
glUseProgram(program);
GLuint MVPID = glGetUniformLocation(program, "MVP");
GLuint textureID = glGetUniformLocation(program, "cube_texture");
glUniformMatrix4fv(MVPID, 1, GL_FALSE, &MVP[0][0]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(textureID, 0);
while (!glfwWindowShouldClose(window) && glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, vertices);
glfwPollEvents();
glfwSwapBuffers(window);
}
// clean up
return 0;
}
正如您所知,setupGLFW()
、setupApple()
、setupGLEW()
、getprogrammfromfiles()
、calculateMVP()
、loadBMP()
、或我的顶点和片段着色器都不在不同的文件中。这编译得很好,因为我从myglutils.h
中包括GLFW
和GLEW
这是uvtemplate.bmp
,它是一幅512x512图像:如果你们能帮助我,我将不胜感激。谢谢 问题在于调用
glBufferData()
。您可以使用浮点设置大小,但必须使用sizeof(GLfloat)
以字节为单位指定大小。这就是为什么OpenGL没有接收所有数据
void glBufferData
(
GLenum target,
GLsizeiptr size,
const GLvoid* data,
GLenum usage
);
因此,您需要替换:
glBufferData(GL_ARRAY_BUFFER, vertices * 3, points, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, vertices * 2, textureCoords, GL_STATIC_DRAW);
与:
哇!我不敢相信我犯了那个错误!我在OpenGL中的所有其他程序都是这样做的,我不知道为什么我的大脑会滑到那里。非常感谢!
glBufferData(GL_ARRAY_BUFFER, vertices * 3 * sizeof(GLfloat), points, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, vertices * 2 * sizeof(GLfloat), textureCoords, GL_STATIC_DRAW);