问题描述
我试图实现一个渲染器,该渲染器仅使用一个VBO和一个EBO来存储所有对象的顶点和索引。 为此,我找到了一些教程,最后得出了不错的结果。
问题在于,它只能与一个单一对象一起正常使用。一旦我要添加另一个,渲染就会显示出奇怪的行为。
您能帮我吗?
您可以在此处找到完整的代码:https://github.com/BanditBloodwyn/TerritorySimulator。 重要的类是:
- Rendering.Core.Rendering.Renderer.cs
- Rendering.Core.Classes.Shapes.GLShape.cs
- Rendering.Core.RenderGUI.RenderGUI.cs
这是渲染器中的初始化方法:
public void Initialize(GLShape[] shapeArray)
{
Shapes = shapeArray;
GL.Enable(EnableCap.DepthTest);
GL.ClearColor(0.0f,0.0f,0.10f,1.0f);
InitializeBuffers(Shapes);
InitializeVertexArrayObject(Shapes);
SetupShader();
BindBuffers();
}
子方法如下。
private void InitializeBuffers(GLShape[] shapeArray)
{
int vertexBufferSize = shapeArray.Sum(shape => shape.VertexBufferSize);
int indexBufferSize = shapeArray.Sum(shape => shape.IndexBufferSize);
// Vertex buffer
vertexBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer,vertexBufferObject);
GL.BufferData(BufferTarget.ArrayBuffer,vertexBufferSize,(IntPtr)0,BufferUsageHint.StaticDraw);
IntPtr offset = (IntPtr)0;
foreach (GLShape shape in shapeArray)
{
GL.BufferSubData(BufferTarget.ArrayBuffer,offset,shape.VertexBufferSize,shape.Vertices);
offset += shape.VertexBufferSize;
}
// Element buffer
elementBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ElementArrayBuffer,elementBufferObject);
GL.BufferData(BufferTarget.ElementArrayBuffer,indexBufferSize,BufferUsageHint.StaticDraw);
offset = (IntPtr)0;
foreach (GLShape shape in shapeArray)
{
GL.BufferSubData(BufferTarget.ElementArrayBuffer,shape.IndexBufferSize,shape.Indices);
offset += shape.IndexBufferSize;
}
}
private void InitializeVertexArrayObject(GLShape[] shapeArray)
{
foreach (GLShape shape in shapeArray)
{
shape.VertexArrayObject = GL.GenVertexArray();
GL.BindVertexArray(shape.VertexArrayObject);
}
}
private void SetupShader()
{
// shader
string vertexPath = Path.Combine(Environment.CurrentDirectory,@"GLSL\","Vertex.vert");
string fragmentPath = Path.Combine(Environment.CurrentDirectory,"Fragment.frag");
shader = new Shader(vertexPath,fragmentPath);
shader.Use();
int vertexLocation = shader.GetAttribLocation("aPosition");
GL.EnabLevertexAttribArray(vertexLocation);
GL.VertexAttribPointer(
vertexLocation,3,VertexAttribPointerType.Float,false,5 * sizeof(float),0);
int texCoordLocation = shader.GetAttribLocation("aTexCoord");
GL.EnabLevertexAttribArray(texCoordLocation);
GL.VertexAttribPointer(
texCoordLocation,2,3 * sizeof(float));
shader.SetInt("texture0",0);
shader.SetInt("texture1",1);
}
private void BindBuffers()
{
GL.BindBuffer(BufferTarget.ArrayBuffer,vertexBufferObject);
GL.BindBuffer(BufferTarget.ElementArrayBuffer,elementBufferObject);
}
render函数本身看起来像这样。
public void Render()
{
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
if (Shapes == null || Shapes.Length == 0)
return;
IntPtr offset = (IntPtr)0;
foreach (GLShape shape in Shapes)
{
foreach (var texture in shape.Textures)
{
if (LayerConfiguration.ShowEarthTexture)
texture.Key.Use(texture.Value);
else
texture.Key.MakeTransparent(texture.Value);
}
ApplyModelTransforms(shape,out Matrix4 model);
shader.SetMatrix4("model",model);
shader.SetMatrix4("view",Camera.GetViewMatrix());
GL.DrawElements(PrimitiveType.Triangles,shape.Indices.Length,DrawElementsType.UnsignedInt,offset);
offset += shape.IndexBufferSize;
}
shader.SetMatrix4("projection",Camera.GetProjectionMatrix());
shader.Use();
}
解决方法
一旦我想添加另一个,渲染就会显示出奇怪的行为
当然,因为第二个及以下对象的索引是错误的。您需要将先前网格的顶点总和添加到索引中。在第一个网格的索引中,您必须添加0,在第二个网格的索引中,您必须添加第一个网格的顶点数,在第三个网格的索引中,您必须添加顶点的总和。第一和第二网格,...
offset = (IntPtr)0;
uint firstVertexIndex = 0;
foreach (GLShape shape in shapeArray)
{
var indexArray = shape.Indices.Select(index => index + firstVertexIndex).ToArray();
GL.BufferSubData(
BufferTarget.ElementArrayBuffer,offset,shape.IndexBufferSize,indexArray);
offset += shape.IndexBufferSize;
firstVertexIndex += (uint)(shape.VertexBufferSize / (5 * sizeof(float)));
}
完整方法InitializeBuffers
:
private void InitializeBuffers(GLShape[] shapeArray)
{
int vertexBufferSize = shapeArray.Sum(shape => shape.VertexBufferSize);
int indexBufferSize = shapeArray.Sum(shape => shape.IndexBufferSize);
// Vertex buffer
vertexBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer,vertexBufferObject);
GL.BufferData(BufferTarget.ArrayBuffer,vertexBufferSize,(IntPtr)0,BufferUsageHint.StaticDraw);
IntPtr offset = (IntPtr)0;
foreach (GLShape shape in shapeArray)
{
GL.BufferSubData(BufferTarget.ArrayBuffer,shape.VertexBufferSize,shape.Vertices);
offset += shape.VertexBufferSize;
}
// Element buffer
elementBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ElementArrayBuffer,elementBufferObject);
GL.BufferData(BufferTarget.ElementArrayBuffer,indexBufferSize,BufferUsageHint.StaticDraw);
offset = (IntPtr)0;
uint firstVertexIndex = 0;
foreach (GLShape shape in shapeArray)
{
var indexArray = shape.Indices.Select(index => index + firstVertexIndex).ToArray();
GL.BufferSubData(BufferTarget.ElementArrayBuffer,indexArray);
offset += shape.IndexBufferSize;
firstVertexIndex += (uint)(shape.VertexBufferSize / (5 * sizeof(float)));
}
}