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因此,我正在尝试制作一个基本的“可绘制”类,它在后台为我处理大量绘图,并且我想使用现代 OpenGL(没有开始和结束语句)。当我运行 draw() 时,我总是得到一个空白屏幕。

我已经运行调试器并检查了,我的数组已正确初始化,位置为 3xFLOAT,颜色为 4xFLOAT。知道出了什么问题吗?我对这个图书馆很陌生。我的示例尝试在 (+-0.5, +-0.5, 0.0) 处绘制一个红色立方体,因此 indexData 数组只是 { 0, 1, 2, 3 }。

#define DRAWABLE_VERTEX_DEPTH 3
#define SIZE_OF_VERTEX_ELEMENT sizeof(GLfloat)
#define VERTEX_SIZE (DRAWABLE_VERTEX_DEPTH * SIZE_OF_VERTEX_ELEMENT)
#define DRAWABLE_COLOR_DEPTH 4
#define SIZE_OF_COLOR_ELEMENT sizeof(GLfloat)
#define COLOR_SIZE (DRAWABLE_COLOR_DEPTH * SIZE_OF_COLOR_ELEMENT)
#define INDEX_SIZE sizeof(GLushort)
#define DRAWABLE_STRIDE (VERTEX_SIZE + COLOR_SIZE)

inline Drawable(/*Arguments omitted for brevity...*/)
    {
        //Standard initialization omitted....

        glGenBuffers(1, &vboID);
        glGenBuffers(1, &vioID);
        glGenVertexArrays(1, &vaoID);

        glBindBuffer(GL_ARRAY_BUFFER, vboID);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vioID);

        glBufferData(GL_ARRAY_BUFFER, (VERTEX_SIZE + COLOR_SIZE) * vertexCount, vertexData, drawType);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, INDEX_SIZE * indexCount, indexData, drawType);

        glEnableVertexAttribArray(0);
        glEnableVertexAttribArray(1);

        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

        //Generate Vertex Array

        glBindVertexArray(vaoID);
        glBindBuffer(GL_ARRAY_BUFFER, vboID);
        glEnableVertexAttribArray(0);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(0, DRAWABLE_VERTEX_DEPTH, GL_FLOAT, GL_FALSE, DRAWABLE_STRIDE, 0);
        glVertexAttribPointer(1, DRAWABLE_COLOR_DEPTH, GL_FLOAT, GL_FALSE, DRAWABLE_STRIDE, (GLbyte*)VERTEX_SIZE);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vioID);
        glBindVertexArray(0);
    }

    inline void draw()
    {
        glBindVertexArray(vaoID);
        glDrawElements(drawMode, indexCount, GL_UNSIGNED_SHORT, NULL);
        glBindVertexArray(0);
    }

GLSL 顶点着色器:

#version 430\r\n

in layout(location=0) vec3 inPosition;
in layout(location=1) vec4 inColor;
out vec4 outVertexColor;

void main()
{
    gl_Position = vec4(inPosition, 1.0);
    outVertexColor = inColor;
}

GLSL 片段着色器:

#version 430\r\n

in vec4 outVertexColor;
out vec4 outFragmentcolor;

void main()
{
    outFragmentcolor = outVertexColor;
}
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1 回答 1

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除了评论中提到的问题之外,您的索引数组是 GLushort(无符号 16 位),而您的绘图调用指定 GL_UNSIGNED_INT(无符号 32 位)。替换为 GL_UNSIGNED_SHORT。

于 2015-10-08T10:11:48.457 回答