OpenGL 实例化渲染绘制一个三角形

问题描述

我正在尝试构建一个体素引擎,为此我必须创建数十万个体素,我希望我可以使用实例化渲染。然而,绘制是非常出乎意料的。我主要关注LearnOpenGL guide

单独渲染每个体素时,程序运行良好:

Voxel working

但是,当使用实例化渲染时...

Voxel not working 1

一个角度...

Voxel not working 2

我正在尝试将体素渲染成大块,所以我的代码如下所示:

体素.hpp

#pragma once

#include <stdio.h>

#include <iostream>
#include <vector>

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>

using std::vector;
using glm::mat4;
using glm::vec3;

class Voxel {
    float radius;
    bool visible;
    vec3 centerPoint;
public:
    unsigned int VBO,VAO,EBO;

    Voxel(vec3 center,float size,bool vis = false,bool single = false);
    void setMVP(mat4 mvp);
    void setVisible(bool v);
    void generateElement();
};

体素.cpp

#include "voxel.hpp"

Voxel::Voxel(vec3 center,bool vis,bool single) {
    visible = vis;
        
    centerPoint = center;
    radius = size;
    
    generateElement();
}

void Voxel::setVisible(bool v) {
    visible = v;
}

void Voxel::generateElement() {
    // this time we need all 8 vertices and a length 36 index array
    
    vec3 maxV(centerPoint.x + radius,centerPoint.y + radius,centerPoint.z + radius);
    vec3 minV(centerPoint.x - radius,centerPoint.y - radius,centerPoint.z - radius);
    
    float vertices[24] = {
        maxV.x,maxV.y,maxV.z,maxV.x,minV.z,minV.y,minV.x,};
    
    unsigned int indices[36] = {
        0,2,1,// maxV.x
        0,3,6,// minV.z
        2,7,4,// minV.y
        2,5,// minV.x
        4,// maxV.y
        1,// maxV.z
        0,};
    
    // for individual rendering there would be shader code here
    
    glGenVertexArrays(1,&VAO);
    glGenBuffers(1,&VBO);
    glGenBuffers(1,&EBO);

    glBindVertexArray(VAO);
    // load data into vertex buffers
    glBindBuffer(GL_ARRAY_BUFFER,VBO);
//    glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),&vertices[0],GL_STATIC_DRAW);
    glBufferData(GL_ARRAY_BUFFER,vertices,GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
//    glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indices),&indices[0],GL_STATIC_DRAW);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER,indices,GL_STATIC_DRAW);

//    // set the vertex attribute pointers
//    // vertex Positions
    glEnabLevertexAttribArray(0);
//    glVertexAttribPointer(0,GL_FLOAT,GL_FALSE,sizeof(vec3),(void*)0);
    glVertexAttribPointer(0,3 * sizeof(float),(void*)0);

//    glBindVertexArray(VAO);
    
    // set attribute pointers for matrix (4 times vec4)
    glEnabLevertexAttribArray(3);
    glVertexAttribPointer(3,sizeof(glm::mat4),(void*)0);
    glEnabLevertexAttribArray(4);
    glVertexAttribPointer(4,(void*)(sizeof(glm::vec4)));
    glEnabLevertexAttribArray(5);
    glVertexAttribPointer(5,(void*)(sizeof(glm::vec4) * 2));
    glEnabLevertexAttribArray(6);
    glVertexAttribPointer(6,(void*)(sizeof(glm::vec4) * 3));

    glVertexAttribDivisor(3,1);
    glVertexAttribDivisor(4,1);
    glVertexAttribDivisor(5,1);
    glVertexAttribDivisor(6,1);

    
    glBindBuffer(GL_ARRAY_BUFFER,0);
    glBindVertexArray(0);
}

chunk.hpp

#pragma once

#include <stdio.h>

#include <iostream>
#include <vector>

#include <algorithm>

#include "voxel.hpp"

#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>

using std::vector;
using glm::mat4;
using glm::vec3;


class Chunk {
    vec3 centerPoint;
    int voxelNum;
    int shaderProgram;
    unsigned int VBO,EBO,VAO;
    mat4 VP;
public:
    Chunk(vec3 center,float radius,int rinv);
    void setVP(mat4 vp);
    void setVisible(bool v);
    void draw();
};

chunk.cpp

#include "chunk.hpp"

#include <iostream>
#include <vector>

#include <algorithm>

#include <stdlib.h>

#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
 
using std::vector;
using glm::mat4;
using glm::vec3;

Chunk::Chunk(vec3 centerPoint,int rinv) {
    vec3 endPoint(centerPoint.x - radius,centerPoint.z - radius);
    
    float distVox = 2 * radius/rinv;
    
    voxelNum = pow(rinv,3);
    
    mat4* modelMatrices = new mat4[voxelNum];
    srand(glfwGetTime()); // initialize random seed
    
    for (int z = 0; z < rinv; z++) {
        for (int y = 0; y < rinv; y++) {
            for (int x = 0; x < rinv; x++) {
                glm::mat4 model = glm::mat4(1.0f);
                
                model = translate(model,vec3(endPoint.x + (x + 0.5) * distVox,endPoint.y + (y + 0.5) * distVox,endPoint.z + (z + 0.5) * distVox));
                model = scale(model,vec3(radius));
                
                int index = x + y * rinv + z * pow(rinv,2);
                modelMatrices[index] = model;
            }
        }
    }
    
    const char *vertexShaderSource = "#version 330 core\n"
        "layout (location = 0) in vec3 aPos;\n"
        "layout (location = 3) in mat4 aInstanceMatrix;\n"
        "uniform mat4 VP;\n"
        "void main()\n"
        "{\n"
        "    gl_Position = VP * aInstanceMatrix * vec4(aPos,1.0);\n"
        "}\n\0";
    
    const char *fragmentShaderSource = "#version 330 core\n"
        "out vec4 FragColor;\n"
        "uniform vec3 color;\n"
        "void main()\n"
        "{\n"
        "   FragColor = vec4(color,1.0f);\n"
        "}\n\0";

    // vertex shader
    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader,&vertexShaderSource,NULL);
    glCompileShader(vertexShader);
    // check for shader compile errors
    int success;
    char infoLog[512];
    glGetShaderiv(vertexShader,GL_COMPILE_STATUS,&success);
    if (!success)
    {
        glGetShaderInfoLog(vertexShader,512,NULL,infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_Failed\n" << infoLog << std::endl;
    }
    // fragment shader
    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader,&fragmentShaderSource,NULL);
    glCompileShader(fragmentShader);
    // check for shader compile errors
    glGetShaderiv(fragmentShader,&success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader,infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_Failed\n" << infoLog << std::endl;
    }
    // link shaders
    shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram,vertexShader);
    glAttachShader(shaderProgram,fragmentShader);
    glLinkProgram(shaderProgram);
    // check for linking errors
    glGetProgramiv(shaderProgram,GL_LINK_STATUS,&success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram,infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_Failed\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
    
    glGenBuffers(1,&VBO);
    glBindBuffer(GL_ARRAY_BUFFER,VBO);
    glBufferData(GL_ARRAY_BUFFER,voxelNum * sizeof(mat4),&modelMatrices[0],GL_STATIC_DRAW);
    
    glBindBuffer(GL_ARRAY_BUFFER,0);
    glBindVertexArray(0);
}

void Chunk::setVP(mat4 vp) {
    VP = vp;
}

void Chunk::draw() {
    gluseProgram(shaderProgram);
    gluniformMatrix4fv(glGetUniformlocation(shaderProgram,"VP"),&VP[0][0]);

    Voxel eVox(vec3(0.0f),1.0f,true,false);

    glBindVertexArray(eVox.VAO);
    glDrawElementsInstanced(GL_TRIANGLES,36,GL_UNSIGNED_INT,voxelNum);
    glBindVertexArray(0);
}

main.cpp

#include <iostream>
using namespace std;

#include "chunk.hpp"

#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;

//Global Variables
GLFWwindow* window;
const char* SCR_TITLE = "WORKINGPLANET";
const int SCR_WIDTH = 500,SCR_HEIGHT = 500;

float x_rot = 0.0f;
float y_rot = 0.0f;

float y_rot_clamp = 89.999f;

// timing
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;

void mouseCallback(GLFWwindow *window,int button,int action,int mods);

vec3 X_AXIS = vec3(1.0f,0.0f,0.0f);
vec3 Y_AXIS = vec3(0.0f,0.0f);

//Main Program
int main()
{
    //Constructor Code
    if(!glfwInit())
    {
        cerr << "Error!!GLFW";
        return -1;
    }
    
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MInor,3);
    glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT,GL_TRUE);
    
    if(!(window = glfwCreateWindow(SCR_WIDTH,SCR_HEIGHT,SCR_TITLE,NULL)))
    {
        cerr << "Error!!GLFW window";
        glfwTerminate();
        return -1;
    }

    glfwMakeContextCurrent(window);

    if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
        std::cout << "Failed to initialize OpenGL context" << std::endl;
        return -1;
    }
    
    Chunk chunk(vec3(0.0f),0.5,2);

    mat4 view = mat4(1.0);
    vec3 cameraPos = glm::vec3(0.0f,4.0f);
    view = lookAt(cameraPos,vec3(0,0),0));
    //Loop Events
    while(!glfwWindowShouldClose(window))
    {
        // per-frame time logic
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;
        
        glClearColor(1.0,1.0,1.0);
        glClear(GL_COLOR_BUFFER_BIT);


        // Tweak these values to change the sensitivity
        float scale_x = 7.0f / SCR_WIDTH;
        float scale_y = 7.0f / SCR_HEIGHT;
        float rotSpeed = 350.0f;
        float rot = scale_x * rotSpeed;

        if (glfwGetKey(window,GLFW_KEY_W) == GLFW_PRESS) {
            rot = scale_y * rotSpeed;
            if (y_rot + rot > y_rot_clamp)
                rot = y_rot_clamp - y_rot;

            view = rotate(view,(float)radians(rot),X_AXIS);
            y_rot += rot;
        } if (glfwGetKey(window,GLFW_KEY_S) == GLFW_PRESS) {
            rot = scale_y * rotSpeed;
            if (y_rot - rot < -y_rot_clamp)
                rot = y_rot + y_rot_clamp;

            view = rotate(view,(float)radians(-rot),X_AXIS);
            y_rot -= rot;
        } if (glfwGetKey(window,GLFW_KEY_A) == GLFW_PRESS) {
            view = rotate(view,Y_AXIS);
            x_rot -= rot;
        } if (glfwGetKey(window,GLFW_KEY_D) == GLFW_PRESS) {
            view = rotate(view,Y_AXIS);
            x_rot += rot;
        } if (glfwGetKey(window,GLFW_KEY_R) == GLFW_PRESS) {
            view = lookAt(cameraPos,0));
            x_rot = 0.0f;
            y_rot = 0.0f;
        }

        mat4 projection = perspective(radians(45.0f),(float)SCR_WIDTH / (float)SCR_HEIGHT,0.1f,100.0f);

        //Rendering
        chunk.setVP(projection * view);
        chunk.draw();
        
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;

}

我完全被困住了。添加更多体素不会改变实例化错误的外观。

有趣的是,注释掉 chunk.cpp 中的 glLinkProgram(shaderProgram); 使这个错误完全不同,块显示一个包含整个立方体的巨大体素。

解决方法

您的 VBO 设置毫无意义。您将每个实例的转换矩阵设置为使用与 Voxel::generateElement() 中的几何图形相同的数据。

您稍后将所有变换矩阵上传到单独的 VBO,但属性指针仍指向几何 VBO。您需要将实例化属性的属性设置从 Voxel::generateElement() 移到 Chunk::Chunk() 中,以便您可以告诉它使用该 VBO 作为模型矩阵的源。