我想渲染一个由许多立方体组成的大场景。我的第一步是创建一个多维数据集VBO,然后使用统一的模型矩阵对其进行多次绘制。这很慢,因为我每帧多次调用glDrawArrays
。
因此,我决定对每个单个立方顶点和一个附加翻译向量使用单个巨型VBO。基本上,我将旧的通用多维数据集VBO加上转换向量,并将该列表附加到要绘制的每个多维数据集的VBO列表中。然后,我绑定一个VAO并绘制它。我还更改了我的顶点着色器,以便它接受转换向量作为顶点属性,并在着色器内部生成一个模型矩阵。
现在,这不会返回任何错误,这很好,但是即使过程与我之前所做的非常相似,它实际上也不会绘制任何东西,这也不是很好。
这里是一些代码:
Whopper VBO创建者:
class render:
def __init__(self, coords_list):
self.render_list = []
for i in coords_list:
self.render_list.append([
# Cube model Texture Translation
0.0, 0.0, 0.0, 1.0, 1.0, i[0], i[1], i[2],
1.0, 0.0, 0.0, 0.0, 1.0, i[0], i[1], i[2],
1.0, 1.0, 0.0, 0.0, 0.0, i[0], i[1], i[2],
1.0, 1.0, 0.0, 0.0, 0.0, i[0], i[1], i[2],
0.0, 1.0, 0.0, 1.0, 0.0, i[0], i[1], i[2],
0.0, 0.0, 0.0, 1.0, 1.0, i[0], i[1], i[2],
0.0, 0.0, 1.0, 1.0, 1.0, i[0], i[1], i[2],
1.0, 0.0, 1.0, 0.0, 1.0, i[0], i[1], i[2],
1.0, 1.0, 1.0, 0.0, 0.0, i[0], i[1], i[2],
1.0, 1.0, 1.0, 0.0, 0.0, i[0], i[1], i[2],
0.0, 1.0, 1.0, 1.0, 0.0, i[0], i[1], i[2],
0.0, 0.0, 1.0, 1.0, 1.0, i[0], i[1], i[2],
0.0, 1.0, 1.0, 1.0, 0.0, i[0], i[1], i[2],
0.0, 1.0, 0.0, 0.0, 0.0, i[0], i[1], i[2],
0.0, 0.0, 0.0, 0.0, 1.0, i[0], i[1], i[2],
0.0, 0.0, 0.0, 0.0, 1.0, i[0], i[1], i[2],
0.0, 0.0, 1.0, 1.0, 1.0, i[0], i[1], i[2],
0.0, 1.0, 1.0, 1.0, 0.0, i[0], i[1], i[2],
1.0, 1.0, 1.0, 1.0, 0.0, i[0], i[1], i[2],
1.0, 1.0, 0.0, 0.0, 0.0, i[0], i[1], i[2],
1.0, 0.0, 0.0, 0.0, 1.0, i[0], i[1], i[2],
1.0, 0.0, 0.0, 0.0, 1.0, i[0], i[1], i[2],
1.0, 0.0, 1.0, 1.0, 1.0, i[0], i[1], i[2],
1.0, 1.0, 1.0, 1.0, 0.0, i[0], i[1], i[2],
0.0, 0.0, 0.0, 0.0, 1.0, i[0], i[1], i[2],
1.0, 0.0, 0.0, 1.0, 1.0, i[0], i[1], i[2],
1.0, 0.0, 1.0, 1.0, 0.0, i[0], i[1], i[2],
1.0, 0.0, 1.0, 1.0, 0.0, i[0], i[1], i[2],
0.0, 0.0, 1.0, 0.0, 0.0, i[0], i[1], i[2],
0.0, 0.0, 0.0, 0.0, 1.0, i[0], i[1], i[2],
0.0, 1.0, 0.0, 0.0, 1.0, i[0], i[1], i[2],
1.0, 1.0, 0.0, 1.0, 1.0, i[0], i[1], i[2],
1.0, 1.0, 1.0, 1.0, 0.0, i[0], i[1], i[2],
1.0, 1.0, 1.0, 1.0, 0.0, i[0], i[1], i[2],
0.0, 1.0, 1.0, 0.0, 0.0, i[0], i[1], i[2],
0.0, 1.0, 0.0, 0.0, 1.0, i[0], i[1], i[2],
])
print('Cube added!')
def create_buffers(self):
render_vbo, self.render_vao = glGenBuffers(1), glGenVertexArrays(1)
glBindVertexArray(self.render_vao)
glBindBuffer(GL_ARRAY_BUFFER, render_vbo)
glBufferData(GL_ARRAY_BUFFER, np.array(self.render_list), GL_STATIC_DRAW)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 32, ctypes.c_void_p(0))
glEnableVertexAttribArray(0)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 32, ctypes.c_void_p(12))
glEnableVertexAttribArray(1)
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 32, ctypes.c_void_p(20))
glEnableVertexAttribArray(2)
def draw_buffer(self, program, texture):
program.use()
glBindTexture(GL_TEXTURE_2D, texture)
glBindVertexArray(self.render_vao)
glDrawArrays(GL_TRIANGLES, 0, int(len(self.render_list)/8))
初始化和渲染循环:
def main():
global delta_time, last_frame
test_chunk = chunk.chunk((0,0,0)) #Creates a 16x16x16 cube of cubes
test_chunk.fill_layers(0, 16, 1) #Works fine
window = utilities.window()
camera.setup_window(window)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
shader_program = utilities.shader(vertex_source_3d, fragment_source_3d, '330')
shader_program.compile()
#Check which cubes are exposed and should be rendered
#Works fine
exposed_list = [i for i, blocktype in np.ndenumerate(test_chunk.data) if test_chunk.return_if_exposed(i) == True and blocktype != 0]
shader_program.use()
shader_program.set_int('texture0', 0)
camera_direction = glm.vec3()
yaw = -90.0
second_counter = 0
frame_counter = 0
render = cube.render(exposed_list)
render.create_buffers()
while not window.check_if_closed():
current_frame = glfw.get_time()
delta_time = current_frame - last_frame
last_frame = current_frame
second_counter += delta_time
frame_counter += 1
window.refresh(0)
camera.process_input(window, delta_time)
camera.testing_commands(window)
glActiveTexture(GL_TEXTURE0)
shader_program.use()
pos, looking, up = camera.return_vectors()
view = glm.lookAt(pos, looking, up)
projection = glm.perspective(glm.radians(45), window.size[0]/window.size[1], 0.1, 100)
shader_program.set_mat4('view', glm.value_ptr(view))
shader_program.set_mat4('projection', glm.value_ptr(projection))
render.draw_buffer(shader_program, cobble_tex_ID)
glBindVertexArray(0)
if second_counter >= 1:
print(frame_counter)
second_counter, frame_counter = 0, 0
window.refresh(1)
window.close()
if __name__ == '__main__':
main()
顶点着色器:
#version %s core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec3 cube_coord;
out vec2 TexCoord;
uniform mat4 view;
uniform mat4 projection;
mat4 model = mat4(1.0);
void main() {
model[0].w = cube_coord.x;
model[1].w = cube_coord.y;
model[2].w = cube_coord.z;
gl_Position = projection * view * model * vec4(aPos, 1.0);
TexCoord = aTexCoord;
}
片段着色器:
version %s core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D texture0;
void main()
{
FragColor = texture(texture0, TexCoord);
}
将翻译分配给模型矩阵是错误的。 glsl矩阵以列主要顺序存储。翻译是第四栏。典型的模型矩阵如下所示:
mat4 m44 = mat4(
vec4( Xx, Xy, Xz, 0.0),
vec4( Yx, Xy, Yz, 0.0),
vec4( Zx Zy Zz, 0.0),
vec4( Tx, Ty, Tz, 1.0) );
您必须更改模型矩阵初始化:
mat4 model = mat4(1.0);
void main() {
model[3] = vec4(cube_coord.xyz, 1.0);
// [...]
}
此外,您必须指定numpy.array
(numpy.array
)的数据类型:
numpy.float32
glBufferData(GL_ARRAY_BUFFER, np.array(self.render_list), GL_STATIC_DRAW)
顶点数组是二维的,因此glBufferData(GL_ARRAY_BUFFER, np.array(self.render_list, np.float32), GL_STATIC_DRAW)
不是顶点数:
len(self.render_list)/8
glDrawArrays(GL_TRIANGLES, 0, int(len(self.render_list)/8))
分别
no_of_verices = len(self.render_list) * 36
glDrawArrays(GL_TRIANGLES, 0, no_of_verices)