首页
学习
活动
专区
圈层
工具
发布
社区首页 >问答首页 >如何在OpenGL中用5个三角形绘制VAO?

如何在OpenGL中用5个三角形绘制VAO?
EN

Stack Overflow用户
提问于 2020-04-28 04:11:19
回答 2查看 529关注 0票数 1

我最近写了一个程序,用3个不同的RGB值画一个三角形,我想在同一个程序中用另一个单独的VAO做同样的事情,但是我想要这个由5个三角形组成的三角形。这是我的main.cpp:

代码语言:javascript
复制
void framebuffer_size_callback(GFLWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

// Shaders
const char *vertexShaderSource =
"#version 410\n"
"in vec3 vp;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(aPos, 1.0);\n"
"}\0";

const char *fragmentShader1Source =
"#version 410\n"
"out vec4 FragColor;\n"
"in vec3 myColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(myColor, 1.0f);\n"
"}\n\0";

int main ()
{
// start GL context and O/S window using the GLFW helper library
if (!glfwInit ())
    {
    fprintf (stderr, "ERROR: could not start GLFW3\n");
    return 1;
    }
    // uncomment these lines if on Apple OS X
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow* window = glfwCreateWindow(640, 480, "LearnOpenGL", NULL, NULL);

    if (!window)
    {
        fprintf(stderr, "ERROR: could not open window with GLFW3\n");
        glfwTerminate();
        return 1;
    }
    glfwMakeContextCurrent(window);

    // start GLEW extension handler
    glewExperimental = GL_TRUE;
    glewInit();

    // get version info
    const GLubyte* renderer = glGetString(GL_RENDERER);
    const GLubyte* version = glGetString(GL_VERSION);

    printf("Renderer: %s\n", renderer);
    printf("OpenGL version supported %s\n", version);

    glEnable(GL_DEPTH_TEST); // enable depth-testing
    glDepthFunc(GL_LESS);

    /* OTHER STUFF GOES HERE */

    // Draw a single triangle VBO
    float points[] = {
    // positions       // colors
    0.0f, 0.5f, 0.0f,  1.0f, 0.0f, 0.0f,
    0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
    -0.5f, -0.5f, 0.0f, 0.0f 0.0f, 1.0f
    };

    GLuint VBO = 0;
    glGenBuffers(1, &VBO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);

    // Generate a VAO.
    GLuint VAO = 0;
    glGenVertexArrays(1, &VAO);
    glBindVertexArray(VAO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
    glEnableVertexAttribArray(0);

    // Compile a Vertex Shader
    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);

    // Compile a fragment shader.
    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);

    // Compile shaders into a executable shader program.
    int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, fragmentShader);
    glAttachShader(shaderProgram, vertexShader);
    glLinkProgram(shaderProgram);

    // Drawing the triangles aka render loop
    while (!glfwWindowShouldClose(window))
    {
        processInput(window);
        // wipe the drawing surface clear
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Draw Triangle
        glUseProgram(shaderProgram);
        glBindVertexArray(VAO);
        glDrawArrays(GL_TRIANGLES, 0, 3);

        // Draw Triangle Fan; unfinished

        // swap buffers and poll IO events
        glfwPollEvents();
        glfwSwapBuffers(window);
    }

    // close GL context and any other GLFW resources
    glfwTerminate();
    return 0;
}

我只是简单地创建另一个浮动“点”矩阵,就像我第一次使用VBO或其他什么?下面的教程对这个部分并不十分清楚。

另外,我在我的Mac上使用Xcode,我和我为我的片段和顶点着色器创建了单独的.cpp文件。我应该把这些文件换成头文件吗?

EN

回答 2

Stack Overflow用户

回答已采纳

发布于 2020-04-28 05:59:14

您必须为颜色(aColor)指定一个输入属性,并将颜色属性从顶点着色器传递到片段着色器(myColor)。使用布局限定符指定属性索引。

代码语言:javascript
复制
#version 330 core

layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;

out vec3 myColor;

void main()
{
    myColor = aColor;
    gl_Position = vec4(aPos, 1.0);
}
代码语言:javascript
复制
#version 330 core

out vec4 FragColor;
in vec3 myColor;

void main()
{
    FragColor = vec4(myColor, 1.0f);
}

注意,您的当前顶点着色器没有编译。检查glGetShaderiv和参数GL_COMPILE_STATUS是否成功编译着色器,以及glGetProgramiv和参数GL_LINK_STATUS是否可以检查程序的链接是否成功。有关一些代码片段,请参见OpenGL忽略四角体并使它们成为三角形的答案。

你的顶点是包含6个成分(x,y,z,r,g,b)的元组:

浮动points[] ={ //位置/颜色0.0f,0.5f,0.0f,1.0f,0.0f,0.0f,0.5f,-0.5f,0.0f,0.0f,1.0f,0.0f,-0.5f,-0.5f,0.0f,0.0f0.0f,1.0f };

使用glVertexAttribPointer指定两个顶点属性。步长和偏移量必须以字节为单位指定。步幅是6 * sizeof(float)。顶点坐标的偏移量为0,颜色属性的偏移量为3 * sizeof(float)。例如:

代码语言:javascript
复制
GLuint VBO = 0;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);

// Generate a VAO.
GLuint VAO = 0;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);

glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);

glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), NULL);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));

如果您想要绘制更复杂的网格,则必须扩展vertes数组。只需为下一个三角形向points数组再添加3个顶点和颜色即可。或者,您可以使用不同的原语类型,如GL_TRIANGLE_STRIPGL_TRIANGLE_FAN。请参阅三角形原语

示例代码:

代码语言:javascript
复制
#include <iostream>
#include <vector>

// Shaders
const char *vertexShaderSource = R"(#version 330 core

layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;

out vec3 myColor;

void main()
{
    myColor = aColor;
    gl_Position = vec4(aPos, 1.0);
}
)";

const char *fragmentShaderSource = R"(#version 330 core

out vec4 FragColor;
in vec3 myColor;

void main()
{
    FragColor = vec4(myColor, 1.0f);
}
)";

bool CompileStatus( GLuint shader );
bool LinkStatus( GLuint program );

float radians( float deg ) { return deg * 3.141529 / 180.0; }

int main ()
{
    // start GL context and O/S window using the GLFW helper library
    if (!glfwInit())
    {
        fprintf (stderr, "ERROR: could not start GLFW3\n");
        return 1;
    }
    // uncomment these lines if on Apple OS X
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow* window = glfwCreateWindow(640, 480, "LearnOpenGL", NULL, NULL);

    if (!window)
    {
        fprintf(stderr, "ERROR: could not open window with GLFW3\n");
        glfwTerminate();
        return 1;
    }
    glfwMakeContextCurrent(window);

    // start GLEW extension handler
    glewExperimental = GL_TRUE;
    glewInit();

    // get version info
    const GLubyte* renderer = glGetString(GL_RENDERER);
    const GLubyte* version = glGetString(GL_VERSION);

    printf("Renderer: %s\n", renderer);
    printf("OpenGL version supported %s\n", version);

    glEnable(GL_DEPTH_TEST); // enable depth-testing
    glDepthFunc(GL_LESS);

    /* OTHER STUFF GOES HERE */

    // Draw a single triangle VBO
    float points[] = {
        // positions                                         // colors
        0.0f,                     0.0f,                      0.0f,   1.0f, 0.0f, 0.0f,
        0.5f,                     0.0f,                      0.0f,   0.0f, 1.0f, 0.0f,
        0.5f * cos(radians(72)),  0.5f * sin(radians(72)),   0.0f,   0.0f, 0.0f, 1.0f,
        0.5f * cos(radians(144)), 0.5f * sin(radians(144)),  0.0f,   1.0f, 1.0f, 0.0f,
        0.5f * cos(radians(216)), 0.5f * sin(radians(216)),  0.0f,   0.0f, 1.0f, 1.0f,
        0.5f * cos(radians(288)), 0.5f * sin(radians(288)),  0.0f,   1.0f, 0.0f, 1.0f,
        0.5,                      0.0f,                      0.0f,   1.0f, 0.5f, 0.0f
    };

    GLuint VBO = 0;
    glGenBuffers(1, &VBO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);

    // Generate a VAO.
    GLuint VAO = 0;
    glGenVertexArrays(1, &VAO);
    glBindVertexArray(VAO);

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), NULL);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));

    // Compile a Vertex Shader
    int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    CompileStatus( vertexShader );

    // Compile a fragment shader.
    int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    CompileStatus( fragmentShader );

    // Compile shaders into a executable shader program.
    int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, fragmentShader);
    glAttachShader(shaderProgram, vertexShader);
    glLinkProgram(shaderProgram);
    LinkStatus( shaderProgram );

    // Drawing the triangles aka render loop
    while (!glfwWindowShouldClose(window))
    {
        //processInput(window);
        // wipe the drawing surface clear
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Draw Triangle
        glUseProgram(shaderProgram);
        glBindVertexArray(VAO);
        glDrawArrays(GL_TRIANGLE_FAN, 0, 7);

        // Draw Triangle Fan; unfinished

        // swap buffers and poll IO events
        glfwPollEvents();
        glfwSwapBuffers(window);
    }

    // close GL context and any other GLFW resources
    glfwTerminate();
    return 0;
}

bool CompileStatus( GLuint shader )
{
    GLint status = GL_TRUE;
    glGetShaderiv( shader, GL_COMPILE_STATUS, &status );
    if (status == GL_FALSE)
    {
        GLint logLen;
        glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logLen );
        std::vector< char >log( logLen );
        GLsizei written;
        glGetShaderInfoLog( shader, logLen, &written, log.data() );
        std::cout << "compile error:" << std::endl << log.data() << std::endl;
    }
    return status != GL_FALSE;
}

bool LinkStatus( GLuint program )
{
    GLint status = GL_TRUE;
    glGetProgramiv( program, GL_LINK_STATUS, &status );
    if (status == GL_FALSE)
    {
        GLint logLen;
        glGetProgramiv( program, GL_INFO_LOG_LENGTH, &logLen );
        std::vector< char >log( logLen );
        GLsizei written;
        glGetProgramInfoLog( program, logLen, &written, log.data() );
        std::cout << "link error:" << std::endl << log.data() << std::endl;
    }
    return status != GL_FALSE;
}
票数 3
EN

Stack Overflow用户

发布于 2020-04-28 06:00:57

要做到这一点,可以添加另一个包含新点的浮点数组,并创建另一个VAO和VBO。由于您想要一个三角扇形(基于代码中的注释),而不是5个单独的三角形,您可以这样做:

代码语言:javascript
复制
float points_5_triangles[] = {
    // positions       // colors
    // Original triangle
    x1, y1, z1, r1, g1, b1,    // point 1
    x2, y2, z2, r2, g2, b2,    // point 2
    x3, y3, z3, r3, g3, b3,    // point 3
    // Another triangle made from point 1, 3 and 4
    x4, y4, z4, r4, g4, b4,
    // Another triangle made from point 1, 4 and 5
    x5, y5, z5, r5, g5, b5,
    // Another triangle made from point 1, 5 and 6
    x6, y6, z6, r6, g6, b6,
    // Another triangle made from point 1, 6 and 7
    x7, y7, z7, r7, g7, b7,
};

GLuint VBO_5_triangles = 0;
glGenBuffers(1, &VBO_5_triangles);
glBindBuffer(GL_ARRAY_BUFFER, VBO_5_triangles);
glBufferData(GL_ARRAY_BUFFER, sizeof(points_5_triangles), points_5_triangles, GL_STATIC_DRAW);

// Generate another VAO.
GLuint VAO_5_triangles = 0;
glGenVertexArrays(1, &VAO_5_triangles);
glBindVertexArray(VAO_5_triangles);
glBindBuffer(GL_ARRAY_BUFFER, VBO_5_triangles);
glBufferData(GL_ARRAY_BUFFER, sizeof(points_5_triangles), points_5_triangles, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);

现在,当绘制两个对象时,首先绑定目标VAO,然后呈现,然后继续到下一个对象:

代码语言:javascript
复制
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);

glBindVertexArray(VAO_5_triangles);
glDrawArrays(GL_TRIANGLE_FAN, 0, 7);

有关如何绘制三角形扇形的更多信息,请参见三角形原语

票数 0
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/61472469

复制
相关文章

相似问题

领券
问题归档专栏文章快讯文章归档关键词归档开发者手册归档开发者手册 Section 归档