1

我遇到了一个我无法解决的问题:

尝试绘制由正方形网格(即两个三角形)形成的表面。当我只使用顶点数据和绘图时,一切正常:

//m_totalVertices = m_rows*(m_cols *6)  -> m_rows and m_cols are the quantity of columns and rows that build the surface
glDrawArrays(GL_TRIANGLES, 0, m_totalVertices);

例如:

//first Quad
Vertex[0] = -15,5;
Vertex[1] = -5,5;
Vertex[2] = -5,-5;
Vertex[3] = -5,-5;
Vertex[4] = -15,-5;
Vertex[5] = -15,5;
//second Quad
Vertex[0] = -5,5;
Vertex[1] = 5,5;
Vertex[2] = 5,-5;
Vertex[3] = 5,-5;
Vertex[4] = -5,-5;
Vertex[5] = -5,5;
//third Quad
Vertex[0] = 5,5;
Vertex[1] = 15,5;
Vertex[2] = 15,-5;
Vertex[3] = 15,-5;
Vertex[4] = 5,-5;
Vertex[5] = 5,5;

结果: 在此处输入图像描述

作为优化问题,我想使用“索引”来减少顶点数据的数量,但表面会变形:

要绘制它,我使用下一个函数:

//m_totalVertices = m_rows*(m_cols *6)  -> m_rows and m_cols are the quantity of columns and rows that build the surface
glDrawElements(GL_TRIANGLES, m_totalVertices, GL_UNSIGNED_INT, 0);

例如:

//first Quad
indices[0] = 0;
indices[1] = 1;
indices[2] = 2;
indices[3] = 2;
indices[4] = 3;
indices[5] = 0;
//second Quad
indices[6] = 1;
indices[7] = 4;
indices[8] = 5;
indices[9] = 5;
indices[10] = 2;
indices[11] = 1;
//third Quad
indices[12] = 4;
indices[13] = 6;
indices[14] = 7;
indices[15] = 7;
indices[16] = 5;
indices[17] = 4;

//first Quad
Vertex[0] = -15,5;
Vertex[1] = -5,5;
Vertex[2] = -5,-5;
Vertex[3] = -15,-5;
//second Quad
Vertex[0] = -5,5;
Vertex[1] = 5,5;
Vertex[2] = 5,-5;
Vertex[3] = -5,-5;
//third Quad
Vertex[0] = 5,5;
Vertex[1] = 15,5;
Vertex[2] = 15,-5;
Vertex[3] = 5,-5;

结果: 在此处输入图像描述

这是仅使用顶点数据(无索引)生成曲面的类的代码 [WORKS PERFECT]:

 #include "plane.h"
#include "matrix.h"
#include "glslshader.h"
#include "texture.h"

plane::plane(GLuint cols, GLuint rows,GLuint segmentSize, mixedColors color, CTexture* texture, GLshort textureMode) :
m_matrix(0),
m_shader(0),
m_cols(cols),
m_rows(rows),
m_segmentSize(segmentSize),
m_selectedColor(color),
m_texture(texture),
m_textureMode(textureMode),
m_totalVertices(rows*(cols*6))
{
    //matrix handler
    m_matrix = matrix::getInstance();

    //check that variables are > 1
    if(m_cols < 1){m_cols = 1;}
    if(m_rows < 1){m_rows = 1;}

    // generate a VAO 
    glGenVertexArrays(1, &m_uiVAO);

    vbo.createVBO();

}

plane::~plane()
{
    delete m_shader;
    vbo.releaseVBO();

    glDeleteVertexArrays(1, &m_uiVAO);
}


bool plane::init()
{
    //load the shaders
    if(m_texture == NULL)
    {
        m_shader = new GLSLProgram("data/shaders/shader-primitives.vert", "data/shaders/shader-primitives.frag");
    }
    else//if primitive use texture...
        {
            m_shader = new GLSLProgram("data/shaders/shader-texture.vert", "data/shaders/shader-texture.frag");
        }

    if (!m_shader->initialize())
    {
        cout << "Los shaders de las primitivas no pudieron ser incializados\n";
        return false;
    }
    m_shader->linkProgram();

    //number of QUAD vertex
    const GLshort QUAD_ELEMENTS = 6;

    GLuint r,c,q,x;

    //bind VBO
    vbo.bindVBO();

    //set the start where you draw the first square of the plane
    // so that everything is centered
    GLfloat initX,initY;
    initX = initY = 0.0f;

    //displacement of each QUAD in X and Y axis.
    const float MODULE = 0.2f;


    //find the init value of X (the start value where you draw the first QUAD)
    if(m_cols > 1)
    {
        initX = (float)((m_cols*MODULE/2.0f))-0.1f;
    }
    //find the init value of y (the start value where you draw the first QUAD)
    if(m_rows > 1)
    {
        initY = (float)((m_rows*MODULE/2.0f))-0.1f;
    }



    //QUAD vertex data
    vector3f quad[QUAD_ELEMENTS];
    quad[0] = vector3f(-0.1f,0.1f,0.0f); quad[1] = vector3f(0.1f,0.1f,0.0f);
    quad[2] = vector3f(0.1f,-0.1f,0.0f); quad[3] = vector3f(0.1f,-0.1f,0.0f);
    quad[4] = vector3f(-0.1f,-0.1f,0.0f); quad[5] = vector3f(-0.1f,0.1f,0.0f);



    x=0;
    //put QUAD vertex in the "init position"
    for(x=0;x<QUAD_ELEMENTS;++x)
    {
        quad[x].x = quad[x].x + (-initX);
        quad[x].y = quad[x].y + initY;
    }


    //store de actual Y value of row (Y axis)
    GLfloat newRow = 0.0f;
    //store de actual X value of column (X axis)
    GLfloat newColumn = 0.0f;


    GLuint colorCounter = 0;


    for(r=0;r<m_rows;++r)
    {
        //reset newColumn variable to 0.0f for each new column
        newColumn = 0.0f;

        //for each column
        for(c=0;c<m_cols;++c)
        {
            //copy QUAD vertex data in new array
            vector3f quadCopy[QUAD_ELEMENTS] = quad;
            //for each column, move 0.1f to right
            for(q=0;q<QUAD_ELEMENTS;++q)
            {
                //move right one MODULE (in x axis)
                quadCopy[q].x = float(quadCopy[q].x + newColumn);
                //move down one MODULE (in Y axis)
                quadCopy[q].y = float(quadCopy[q].y + newRow);
                //add vertex data and color to de vbo
                vector3f resizedVertex = vector3f(quadCopy[q].x*m_segmentSize,quadCopy[q].y*m_segmentSize,quadCopy[q].z);
                vbo.addData(&resizedVertex,sizeof(vector3f));
                //every 4 laps reset colorCounter to 0;

                cout << "Vertex["<< q << "] = "<< resizedVertex.x << "," << resizedVertex.y << ";\n";
                if(colorCounter == 3){colorCounter = 0;}
                vbo.addData(&color4f(m_selectedColor.color[colorCounter].r,m_selectedColor.color[colorCounter].g,m_selectedColor.color[colorCounter].b,m_selectedColor.color[colorCounter].a),sizeof(color4f));


                ++colorCounter;
            }

            //for each column, move right 0.1f
            newColumn += MODULE;

        }

        newRow -= MODULE;
    }


    //bind VAO
    glBindVertexArray(m_uiVAO);
    //bind VBO
    vbo.bindVBO();
    vbo.uploadDataToGPU(GL_STATIC_DRAW);

    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(vector3f)+sizeof(color4f), (void*)sizeof(vector3f));

    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(vector3f)+sizeof(color4f), 0);

    return true;
}


void plane::render()
{
    //bind shader
    m_shader->bindShader();
    //send projection matrix to shader
    m_shader->sendUniform4x4("projectionMatrix", glm::value_ptr(*m_matrix->getProjectionMatrix()));


    //matrix transformations
    m_matrix->loadIdentity();
    m_matrix->scale(vector3f(m_scale,m_scale,m_scale));
    m_matrix->translate(m_pos);
    m_matrix->rotateX(m_orientation.x);
    m_matrix->rotateY(m_orientation.y);
    m_matrix->rotateY(m_orientation.z);

    //sendtransformation matrix  (modelview)
    m_shader->sendUniform4x4("modelViewMatrix", glm::value_ptr(m_matrix->getModelViewMatrix()));

    //bind VAO
    glBindVertexArray(m_uiVAO);

    glDrawArrays(GL_TRIANGLES, 0, m_totalVertices);

}

这是使用顶点数据和索引生成曲面的类(修改)的代码 [DONT WORK]:

#include "plane.h"
#include "matrix.h"
#include "glslshader.h"
#include "texture.h"

plane::plane(GLuint cols, GLuint rows,GLuint segmentSize, mixedColors color, CTexture* texture, GLshort textureMode) :
m_matrix(0),
m_shader(0),
m_cols(cols),
m_rows(rows),
m_segmentSize(segmentSize),
m_selectedColor(color),
m_texture(texture),
m_textureMode(textureMode),
m_totalVertices(rows*(cols*6))
{
    //matrix handler
    m_matrix = matrix::getInstance();

    //check that variables are > 1
    if(m_cols < 1){m_cols = 1;}
    if(m_rows < 1){m_rows = 1;}

    // generate a VAO 
    glGenVertexArrays(1, &m_uiVAO);

    vbo.createVBO();
    vboIndices.createVBO();
}

plane::~plane()
{
    delete m_shader;
    vbo.releaseVBO();
    vboIndices.releaseVBO();
    glDeleteVertexArrays(1, &m_uiVAO);
}


bool plane::init()
{
    //load the shaders
    if(m_texture == NULL)
    {
        m_shader = new GLSLProgram("data/shaders/shader-primitives.vert", "data/shaders/shader-primitives.frag");
    }
    else//if primitive use texture...
        {
            m_shader = new GLSLProgram("data/shaders/shader-texture.vert", "data/shaders/shader-texture.frag");
        }

    if (!m_shader->initialize())
    {
        cout << "Los shaders de las primitivas no pudieron ser incializados\n";
        return false;
    }
    m_shader->linkProgram();

    //number of QUAD vertex
    const GLshort QUAD_ELEMENTS = 4;

    GLuint r,c,q,x;

    //---------------------------------------------------------------------------
    //bind VBO
    vboIndices.bindVBO(GL_ELEMENT_ARRAY_BUFFER);
    //base indices that are used to generate dynamic indices to all vertex data

    GLuint  baseIndices[6] = {0,1,2,2,3,0};
    GLshort indicesCounter = 0;



    cout << "indices==========================================\n";



    for(x=0;x<m_totalVertices;++x)
    {

        if(indicesCounter == 6)
        {
            cout << "new pack of indices = " << x << "\n";

            baseIndices[0] = baseIndices[1];
            if(x > 6){baseIndices[1] += 2;}else{if(x == 6){baseIndices[1] += 3;}}
            baseIndices[2] = (baseIndices[1]+1);
            baseIndices[3] = baseIndices[2];
            baseIndices[4] = baseIndices[0]+1;
            baseIndices[5] = baseIndices[0];
            indicesCounter = 0;
        }

        vboIndices.addData(&baseIndices[indicesCounter],sizeof(GLuint ));
        cout << "indices["<<x<<"] = " << baseIndices[indicesCounter] << "\n";

        ++indicesCounter;
    }
    //-------------------------------------------------------------------------------


    //bind VBO
    vbo.bindVBO();

    //set the start where you draw the first square of the plane
    // so that everything is centered
    GLfloat initX,initY;
    initX = initY = 0.0f;

    //displacement of each QUAD in X and Y axis.
    const float MODULE = 0.2f;


    //find the init value of X (the start value where you draw the first QUAD)
    if(m_cols > 1)
    {
        initX = (float)((m_cols*MODULE/2.0f))-0.1f;
    }
    //find the init value of y (the start value where you draw the first QUAD)
    if(m_rows > 1)
    {
        initY = (float)((m_rows*MODULE/2.0f))-0.1f;
    }



    //QUAD vertex data
    vector3f quad[QUAD_ELEMENTS];

    quad[0] = vector3f(-0.1f,0.1f,0.0f); quad[1] = vector3f(0.1f,0.1f,0.0f);
    quad[2] = vector3f(0.1f,-0.1f,0.0f); quad[3] = vector3f(-0.1f,-0.1f,0.0f);


     //put QUAD vertex in the "init position"
    for(x=0;x<QUAD_ELEMENTS;++x)
    {
        quad[x].x = quad[x].x + (-initX);
        quad[x].y = quad[x].y + initY;
    }


    //store de actual Y value of row (Y axis)
    GLfloat newRow = 0.0f;
    //store de actual X value of column (X axis)
    GLfloat newColumn = 0.0f;


    GLuint colorCounter = 0;

    for(r=0;r<m_rows;++r)
    {
        //reset newColumn variable to 0.0f for each new column
        newColumn = 0.0f;

        //for each column
        for(c=0;c<m_cols;++c)
        {
            //copy QUAD vertex data in new array
            vector3f quadCopy[QUAD_ELEMENTS] = quad;
            //for each column, move 0.1f to right
            for(q=0;q<QUAD_ELEMENTS;++q)
            {
                //move right one MODULE (in x axis)
                quadCopy[q].x = float(quadCopy[q].x + newColumn);
                //move down one MODULE (in Y axis)
                quadCopy[q].y = float(quadCopy[q].y + newRow);
                //add vertex data and color to de vbo
                vector3f resizedVertex = vector3f(quadCopy[q].x*m_segmentSize,quadCopy[q].y*m_segmentSize,quadCopy[q].z);
                vbo.addData(&resizedVertex,sizeof(vector3f));
                //every 4 laps reset colorCounter to 0;

                cout << "Vertex["<< q << "] = "<< resizedVertex.x << "," << resizedVertex.y << ";\n";
                if(colorCounter == 3){colorCounter = 0;}
                vbo.addData(&color4f(m_selectedColor.color[colorCounter].r,m_selectedColor.color[colorCounter].g,m_selectedColor.color[colorCounter].b,m_selectedColor.color[colorCounter].a),sizeof(color4f));


                ++colorCounter;
            }

            //for each column, move right 0.1f
            newColumn += MODULE;

        }

        newRow -= MODULE;
    }


    //bind VAO
    glBindVertexArray(m_uiVAO);
    //bind VBO
    vbo.bindVBO();
    vbo.uploadDataToGPU(GL_STATIC_DRAW);

    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(vector3f)+sizeof(color4f), (void*)sizeof(vector3f));

    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(vector3f)+sizeof(color4f), 0);


    //load indices data in VBO
    vboIndices.bindVBO(GL_ELEMENT_ARRAY_BUFFER);
    vboIndices.uploadDataToGPU(GL_STATIC_DRAW);

    return true;
}


void plane::render()
{
    //bind shader
    m_shader->bindShader();
    //send projection matrix to shader
    m_shader->sendUniform4x4("projectionMatrix", glm::value_ptr(*m_matrix->getProjectionMatrix()));


    //matrix transformations
    m_matrix->loadIdentity();
    m_matrix->scale(vector3f(m_scale,m_scale,m_scale));
    m_matrix->translate(m_pos);
    m_matrix->rotateX(m_orientation.x);
    m_matrix->rotateY(m_orientation.y);
    m_matrix->rotateY(m_orientation.z);

    /sendtransformation matrix  (modelview)
    m_shader->sendUniform4x4("modelViewMatrix", glm::value_ptr(m_matrix->getModelViewMatrix()));

    //bind VAO
    glBindVertexArray(m_uiVAO);

    glDrawElements(GL_TRIANGLES, m_totalVertices, GL_UNSIGNED_INT, 0);
}

这是处理VBO的类的代码[这个工作完美,只放在这里让你了解这些方法是什么]:

#include "common_header.h"

#include "vertexBufferObject.h"

CVertexBufferObject::CVertexBufferObject()
{
    bDataUploaded = false;
}

/*-----------------------------------------------

Name:       createVBO

Params: a_iSize - initial size of buffer

Result: Creates vertex buffer object.

/*---------------------------------------------*/

void CVertexBufferObject::createVBO(int a_iSize)
{
    //obtiene el ID del VBO
    glGenBuffers(1, &uiBuffer);
    //reserva espacio para los datos que va a alojar
    data.reserve(a_iSize);
    //setea el tamaño
    iSize = a_iSize;
}

/*-----------------------------------------------

Name:       releaseVBO

Params: none

Result: Releases VBO and frees all memory.

/*---------------------------------------------*/

void CVertexBufferObject::releaseVBO()
{
    //elimina el ID obtenido
    glDeleteBuffers(1, &uiBuffer);
    bDataUploaded = false;
    //libera todos los datos almacenados
    data.clear();
}

/*-----------------------------------------------

Name:       mapBufferToMemory

Params: iUsageHint - GL_READ_ONLY, GL_WRITE_ONLY...

Result: Maps whole buffer data to memory and
            returns pointer to data.

/*---------------------------------------------*/

void* CVertexBufferObject::mapBufferToMemory(int iUsageHint)
{
    if(!bDataUploaded)return 0;
    void* ptrRes = glMapBuffer(iBufferType, iUsageHint);
    return ptrRes;
}

/*-----------------------------------------------

Name:       mapSubBufferToMemory

Params: iUsageHint - GL_READ_ONLY, GL_WRITE_ONLY...
            uiOffset - data offset (from where should
                            data be mapped).
            uiLength - length of data

Result: Maps specified part of buffer to memory.

/*---------------------------------------------*/

void* CVertexBufferObject::mapSubBufferToMemory(int iUsageHint, unsigned int uiOffset, unsigned int uiLength)
{
    if(!bDataUploaded)return 0;
    void* ptrRes = glMapBufferRange(iBufferType, uiOffset, uiLength, iUsageHint);
    return ptrRes;
}

/*-----------------------------------------------

Name:       unmapBuffer

Params: none

Result: Unmaps previously mapped buffer.

/*---------------------------------------------*/

void CVertexBufferObject::unmapBuffer()
{
    glUnmapBuffer(iBufferType);
}

/*-----------------------------------------------

Name:       bindVBOiDrawingHint)
{
    glBufferData(iBufferType, data.size(), &data[0], iDrawingHint);
    bDataUploaded = true;


Params: a_iBufferType - buffer type (GL_ARRAY_BUFFER, ...)

Result: Binds this VBO.

/*---------------------------------------------*/

void CVertexBufferObject::bindVBO(int a_iBufferType)
{
    iBufferType = a_iBufferType;
    glBindBuffer(iBufferType, uiBuffer);
}

/*-----------------------------------------------

Name:       uploadDataToGPU

Params: iUsageHint - GL_STATIC_DRAW, GL_DYNAMIC_DRAW...

Result: Sends data to GPU.

/*---------------------------------------------*/

void CVertexBufferObject::uploadDataToGPU(int iDrawingHint)
{
    glBufferData(iBufferType, data.size(), &data[0], iDrawingHint);
    bDataUploaded = true;
    data.clear();
}

/*-----------------------------------------------

Name:       addData

Params: ptrData - pointer to arbitrary data
            uiDataSize - data size in chars

Result: Adds arbitrary data to VBO.

/*---------------------------------------------*/

void CVertexBufferObject::addData(void* ptrData, unsigned int uiDataSize)
{
    data.insert(data.end(), (char*)ptrData, (char*)ptrData+uiDataSize);
}

/*-----------------------------------------------

Name:       getDataPointer

Params: none

Result: Returns data pointer (only before uplading).

/*---------------------------------------------*/

void* CVertexBufferObject::getDataPointer()
{
    if(bDataUploaded)return 0;
    return (void*)data[0];
}

/*-----------------------------------------------

Name:       getBuffer

Params: none

Result: Returns VBO ID.

/*---------------------------------------------*/

unsigned int CVertexBufferObject::getBuffer()
{
    return uiBuffer;
}
4

1 回答 1

1

如果没有更多信息,我不能 100% 确定,但无论如何:

正确的索引数组应该是这样的:0,1,2,2,3,0 , 4,5,6,6,7,4 , 8,9,10,10,11,8。

这是因为您使用索引就像没有重复的顶点一样,但是根据输出,您可以 :)。或者,如果您想使用更少的空间,请考虑使用 GL_QUADS 而不是 GL_TRIANGLES,这样您只需为每个四边形指定 4 个索引。

如果你想修复你的顶点,只提交顶点 0,1,2,3,5,6,9,10 到你的浮动缓冲区,不要修改你的索引。

于 2013-10-19T10:16:50.973 回答