提问者:小点点

OpenGL,Java,LWJGL-使用IBOs,VBOs和VAOs绘制多个三角形


我正在尝试在屏幕上同时渲染两个三角形,使用两个不同的VBO以便以后可以添加纹理(据我的理解,如果要添加不同的纹理,就必须制作两个VBO?)。我尝试使用VAO(两个示例)和VAO和IBOs(第一个示例)的组合。

编辑:由于Stackoverflow不能识别该标记,我想说明IBO代表索引缓冲区对象

在这两种情况下,我都得到一个空白的红色屏幕。

我以前只使用一个VBO和一个IBO,但是没有VAO,把所有的顶点放到一个VBO中,就可以在屏幕上绘制四个三角形,但是我觉得我需要学习如何绘制多个VBO,因为在一个VBO中拥有所有的东西将会变得麻烦而低效,因为添加了更多的对象。

我已经查阅了其他相关的问题以及几个教程,但都没能在其中找到我要找的信息(教程倾向于只描述绘制一个项目)

https://learnopengl.com/gett-started/opengl

https://www.lwjgl.org/guide

OpenGL-VAO,VBO,IBO,GLDrawements不显示

glBindVertexArrays vs glBindBuffer的作用是什么,它们之间的关系是什么?

基于VBO/IBO的OpenGL纹理三角形

下面是我的源代码:

渲染循环

private void setupLoop() {
        GL.createCapabilities();
        debugProc = GLUtil.setupDebugMessageCallback();

        // Set the clear color
        glClearColor(1.0f, 0.0f, 0.0f, 0.0f);

        while (!glfwWindowShouldClose(window)) {
            Engine.makeAndDrawBuffersForTwoTriangles();

            renderLoop();
        }
    }

    private void renderLoop() {
        // Run the rendering loop until the user has attempted to close
        // the window or has pressed the ESCAPE key.
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer

        glViewport(0, 0, width, height);
        glMatrixMode(GL_PROJECTION);
        float aspect = (float) width / height;
        glLoadIdentity();
        glOrtho(-aspect, aspect, -1, 1, -1, 1);

        glfwSwapBuffers(window); // swap the color buffers

        // Poll for window events.
        glfwPollEvents();
    }

定义我的顶点并声明我的ID

static int vbo_left;
static int vao_left;
static int ibo_left;
static float left_vertices[] = { -0.5f, 0f, -0.25f, 0.5f, 0f, 0f };
static int left_indices[] = { 0, 1, 2, 3, 4, 5 };

static int vbo_right;
static int vao_right;
static int ibo_right;
static float right_vertices[] = { 0f, 0f, 0.25f, -0.5f, 0.5f, 0f };
static int right_indices[] = { 0, 1, 2, 3, 4, 5 };

一级发动机

public static void makeAndDrawBuffersForTwoTriangles() {
    // VBO
    vbo_left = glGenBuffers();
    glBindBuffer(GL_ARRAY_BUFFER, vbo_left);
    glBufferData(GL_ARRAY_BUFFER, left_vertices, GL_STATIC_DRAW);
    // IBO
    ibo_left = glGenBuffers();
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_left);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER,
            (IntBuffer) BufferUtils.createIntBuffer(left_indices.length).put(left_indices).flip(), GL_STATIC_DRAW);
    glVertexPointer(2, GL_FLOAT, 0, 0L);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    // VAO
    vao_left = glGenVertexArrays();
    glBindVertexArray(vao_left);
    glBindBuffer(GL_ARRAY_BUFFER, vbo_left);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 2, GL_FLOAT, false, 2, 0);
    glBindVertexArray(0);

    // VBO
    vbo_right = glGenBuffers();
    glBindBuffer(GL_ARRAY_BUFFER, vbo_right);
    glBufferData(GL_ARRAY_BUFFER, right_vertices, GL_STATIC_DRAW);
    // IBO
    ibo_right = glGenBuffers();
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_right);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER,
            (IntBuffer) BufferUtils.createIntBuffer(right_indices.length).put(right_indices).flip(),
            GL_STATIC_DRAW);
    glVertexPointer(2, GL_FLOAT, 0, 0L);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    // VAO
    vao_right = glGenVertexArrays();
    glBindVertexArray(vao_right);
    glBindBuffer(GL_ARRAY_BUFFER, vbo_right);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 2, GL_FLOAT, false, 2, 0);
    glBindVertexArray(0);

    // Unbind all
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    glBindVertexArray(0);

    // Draw elements
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, vbo_left);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_left);
    glVertexAttribPointer(0, 2, GL_FLOAT, false, 2, 0);
    glDrawElements(GL_TRIANGLES, left_indices.length, GL_UNSIGNED_INT, 0L);
    glBindBuffer(GL_ARRAY_BUFFER, vbo_right);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_right);
    glVertexAttribPointer(0, 2, GL_FLOAT, false, 2, 0);
    glDrawElements(GL_TRIANGLES, right_indices.length, GL_UNSIGNED_INT, 0L);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    /*
    // Draw Arrays
    glBindVertexArray(vao_left);
    glDrawArrays(GL_TRIANGLES, 0, left_indices.length);
    glBindVertexArray(vao_right);
    glDrawArrays(GL_TRIANGLES, 0, right_indices.length);
    glBindVertexArray(0);
    */

二级发动机

    public static void makeAndDrawBuffersForTwoTriangles() {
        vbo_left = glGenBuffers();
        glBindBuffer(GL_ARRAY_BUFFER, vbo_left);
        glBufferData(GL_ARRAY_BUFFER, left_vertices, GL_STATIC_DRAW);

        vao_left = glGenVertexArrays();
        glBindVertexArray(vao_left);
        glBindBuffer(GL_ARRAY_BUFFER, vao_left);
        glVertexAttribPointer(vao_left, 2, GL_FLOAT, false, 2, 0);
        glBindVertexArray(0);
        glBindBuffer(GL_ARRAY_BUFFER, 0);

        vbo_left = glGenBuffers();
        glBindBuffer(GL_ARRAY_BUFFER, vbo_left);
        glBufferData(GL_ARRAY_BUFFER, left_vertices, GL_STATIC_DRAW);

        vao_left = glGenVertexArrays();
        glBindVertexArray(vao_left);
        glBindBuffer(GL_ARRAY_BUFFER, vao_left);
        glVertexAttribPointer(vao_left, 2, GL_FLOAT, false, 2, 0);
        glBindVertexArray(0);
        glBindBuffer(GL_ARRAY_BUFFER, 0);

        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindVertexArray(vao_left);
        glDrawArrays(GL_TRIANGLES, 0, left_vertices.length);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindVertexArray(vao_right);
        glDrawArrays(GL_TRIANGLES, 0, right_vertices.length);

    }

共1个答案

匿名用户

索引缓冲区绑定在顶点数组对象中声明。调用GLBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);将中断索引缓冲区到VAO的绑定。
您必须删除GLBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);。此外,顶点规范存储在VAO中,因此在指定通用顶点属性数据数组和绑定索引缓冲区之前,必须绑定VAO:

// VBO
vbo_left = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vbo_left);
glBufferData(GL_ARRAY_BUFFER, left_vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);

// IBO
ibo_left = glGenBuffers();

// VAO
vao_left = glGenVertexArrays();
glBindVertexArray(vao_left);

// IBO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_left);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
    (IntBuffer) BufferUtils.createIntBuffer(left_indices.length).put(left_indices).flip(), GL_STATIC_DRAW);

// vertex specification
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo_left);
glVertexAttribPointer(0, 2, GL_FLOAT, false, 2, 0);

注意,与索引缓冲区相比,数组缓冲区绑定是全局状态。
在VAOs状态向量中陈述的每个属性可能引用不同的array_buffer。调用GLVertexAttribPointer(分别为GLVertexPointer)时存储此引用。然后,当前绑定到目标array_buffer的缓冲区与属性相关联,对象的名称(值)存储在VAO的状态向量中。
但是索引缓冲区是VAO的状态。当缓冲区绑定到目标Element_Array_Buffer时,此缓冲区将与当前绑定的顶点数组对象相关联。