我必须使用 openGL 渲染一个包含各种网格的场景。网格定义如下:
struct Mesh {
frame3f frame; // frame
vector<vec3f> pos; // vertex position
vector<vec3f> norm; // vertex normal
vector<vec2f> texcoord; // vertex texcture coordinates
vector<vec3i> triangle; // triangle
vector<vec4i> quad; // quad
Material* mat; // material}
网格可以由三角形和四边形组成,我尝试使用以下代码渲染顶点:
for (auto mesh : scene->meshes)
{
// bind material kd, ks, n
glVertexAttrib3f(material_kd_loc, mesh->mat->kd.x, mesh->mat->kd.y, mesh->mat->kd.z);
glVertexAttrib3f(material_ks_loc, mesh->mat->ks.x, mesh->mat->ks.y, mesh->mat->ks.z);
glVertexAttrib1f(material_n_loc, mesh->mat->n);
// bind mesh frame - use frame_to_matrix
mat4f mesh_mat = frame_to_matrix(mesh->frame);
glUniformMatrix4fv(mesh_frame_loc, 1, GL_TRUE, &mesh_mat[0][0]);
// enable vertex attributes arrays
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
//and set up pointers to the mesh data
glVertexAttribPointer(vertex_pos_loc, mesh->pos.size(), GL_FLOAT, GL_FALSE, 0, mesh->pos.data());
glVertexAttribPointer(vertex_norm_loc, mesh->norm.size(), GL_FLOAT, GL_TRUE, 0, mesh->norm.data());
// draw triangles and quads
if (mesh->triangle.size() != 0){
glDrawElements(GL_TRIANGLES, mesh->pos.size(), GL_UNSIGNED_INT, mesh->triangle.data());
}
if (mesh->quad.size() != 0){
glDrawElements(GL_QUADS, mesh->pos.size(), GL_UNSIGNED_INT, mesh->quad.data());
}
// disable vertex attribute arrays
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
}
这就是我画的(不关心颜色,因为我还没有计算它们)
如果我的代码正确,这就是我应该看到的
有人知道错误在哪里吗?