我已将 3 个 GLFloat 数组(又名 GLfloat[])更改为向量(又名向量),我的三角形停止工作!这是我的初始化函数:
void initialize(GLuint &vao) {
// Use a Vertex Array Object
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
Projection = perspective(45.0f, 16.0f / 9.0f, 0.1f, 100.0f);
//ortho(-4.0f/3.0f, 4.0f/3.0f, -1.0f, 1.0f, -1.0f, 1.0f);
Model = translate(Model, vec3(0.f, 0.f, 0.f));
Model = rotate(Model, 45.0f, vec3(0.0f, 0.0f, 1.0f));
//pos + textures array
GLuint vboId;
glGenBuffers(1, &vboId);
glBindBuffer(GL_ARRAY_BUFFER, vboId);
glBufferData(GL_ARRAY_BUFFER, (vertices_position.size() + texture_coord.size() ) * sizeof(GLfloat), NULL, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, vertices_position.size() * sizeof(GLfloat), &vertices_position[0]);
glBufferSubData(GL_ARRAY_BUFFER, vertices_position.size() * sizeof(GLfloat), texture_coord.size() * sizeof(GLfloat), &texture_coord[0]);
//Indices
GLuint eabId;
glGenBuffers(1, &eabId);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eabId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLfloat), &indices[0], GL_DYNAMIC_DRAW);
//Textures
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
load_image("../squirrel.jpg");
shaderProgram = create_program("../shaders/vert.shader", "../shaders/frag.shader");
//Position attribute
positionAttrId = glGetAttribLocation(shaderProgram, "position");
glVertexAttribPointer(positionAttrId, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionAttrId);
//Texture attribute
textureCoordId = glGetAttribLocation(shaderProgram, "texture_coord");
glVertexAttribPointer(textureCoordId, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid *)(vertices_position.size() * sizeof(GLfloat)));
glEnableVertexAttribArray(textureCoordId);
modelId = glGetUniformLocation(shaderProgram, "Model");
cameraId = glGetUniformLocation(shaderProgram, "Camera");
}
下面是我的渲染功能:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shaderProgram);
glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(Model));
glUniformMatrix4fv(cameraId, 1, GL_FALSE, glm::value_ptr(cam.matrix()));
//VAO
glBindVertexArray(vao);
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glUseProgram(0);