如何在OpenGL中绘制由5个三角形组成的VAO?

问题描述 投票:1回答:2

我最近编写了一个程序来绘制具有3个不同RGB值的三角形,并且我希望在同一程序中对另一个单独的VAO进行同样的操作,但是我希望这个由5个三角形组成的三角形。这是我的main.cpp:

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;
}

是否像我第一个VBO一样简单地创建另一个浮点数“点”矩阵?我所关注的教程在这一部分上并不十分清楚。

[此外,我在Mac上使用Xcode,我为Fragment和Vertex着色器创建了单独的.cpp文件。我应该将它们切换到头文件吗?

c++ opengl glsl shader gl-triangle-strip
2个回答
-1
投票

您可以通过创建另一个包含新点的float数组,以及创建另一个VAO和VBO来实现。由于您需要一个[[triangle fan(基于代码中的注释),而不是5个单独的三角形,因此可以这样:

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);
现在绘制两个对象时,您将首先绑定目标VAO,然后进行渲染,然后继续执行下一个对象:

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风扇的更多信息,请参见https://www.khronos.org/opengl/wiki/Primitive#Triangle_primitives

0
投票
您必须为颜色(aColor)指定输入属性,并将颜色属性从顶点着色器传递到片段着色器(myColor)。用Layout Qualifiers指定属性索引。

#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); }

#version 330 core

out vec4 FragColor;
in vec3 myColor;

void main()
{
    FragColor = vec4(myColor, 1.0f);
}
请注意,您当前的顶点着色器无法编译。通过glGetShaderiv和参数glGetShaderiv检查是否成功完成了着色器的编译,并且可以通过GL_COMPILE_STATUS和参数glGetProgramiv检查程序的链接是否成功。有关某些代码段,请参见glGetProgramiv的答案。


您的顶点是具有6个成分(x,y,z,r,g,b)的元组:

GL_LINK_STATUS
使用OpenGL ignores Quads and makes them Triangles指定2个顶点属性。步幅和偏移量必须以字节为单位指定。跨度为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
};
。顶点坐标的偏移为0,颜色属性的偏移为glVertexAttribPointer。例如:

glVertexAttribPointer


如果要绘制更复杂的网格,则必须扩展vertes数组。只需在6 * sizeof(float)数组中为下一个三角形添加另外3个顶点和颜色即可。或者,您可以使用其他原始类型,例如3 * sizeof(float)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))); 。参见points
© www.soinside.com 2019 - 2024. All rights reserved.