OpenGL、Java、LWJGL-使用IBO、VBO和VAO绘制多个三角形



我正在尝试使用两个不同的VBO在屏幕上同时渲染两个三角形,以便以后可以添加纹理(据我所知,如果你想添加不同的纹理,你必须制作两个VBO?(。我尝试过使用VAO(两个例子(和VAO和IBO(第一个例子(的组合。

编辑:由于Stackoverflow无法识别标签,我想澄清一下,IBO代表索引缓冲区对象

在这两种情况下,我都会看到一个空白的红色屏幕。

我以前只使用一个VBO和一个IBO在屏幕上绘制了四个三角形,但没有使用VAO,将所有顶点都放在一个VB奥中,但我觉得我需要学习如何绘制多个VBO,因为随着对象数量的增加,将所有内容都放在同一个VBO中会变得繁琐和低效。

我已经咨询了其他相关问题以及一些教程,但未能在其中找到我想要的信息(教程倾向于只描述绘制一个项目(

https://learnopengl.com/Getting-started/OpenGL

https://www.lwjgl.org/guide

OpenGL-VAO、VBO、IBO、glDrawElements不显示

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

使用VBO/IBO 的OpenGL纹理三角形

这是我的源代码:

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ids

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 };

第一级发动机

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);
}

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);会中断索引缓冲区与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,因此必须在指定通用顶点属性数据数组和绑定索引缓冲区之前绑定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);

请注意,与索引缓冲区相比,数组缓冲区绑定是全局状态
VAOs状态向量中声明的每个属性可以指代不同的ARRAY_BUFFER。该引用在调用glVertexAttribPointer(分别为glVertexPointer(时存储。然后将当前绑定到目标ARRAY_BUFFER的缓冲器与属性相关联,并且将对象的名称(值(存储在VAO的状态向量中
但是索引缓冲区是VAO的一种状态。当缓冲区绑定到目标ELEMENT_ARRAY_BUFFER时,则该缓冲区与当前绑定的顶点数组对象相关联。

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