所以,我试图做一个基本的"Drawable"类,在后台为我处理很多绘图,我想使用现代的OpenGL(没有开始和结束语句)。当我运行draw()时,我总是得到一个空白的屏幕。
我已经运行调试器并检查了,我的数组被正确初始化为3xFLOAT的位置和4xFLOAT的颜色。知道哪里出了问题吗?我对这个图书馆很陌生。我的例子试图在(+-0.5,+-0.5,0.0)处画一个红色立方体,所以indexData数组就是{0,1,2,3}。
#define DRAWABLE_VERTEX_DEPTH 3
#define SIZE_OF_VERTEX_ELEMENT sizeof(GLfloat)
#define VERTEX_SIZE (DRAWABLE_VERTEX_DEPTH * SIZE_OF_VERTEX_ELEMENT)
#define DRAWABLE_COLOR_DEPTH 4
#define SIZE_OF_COLOR_ELEMENT sizeof(GLfloat)
#define COLOR_SIZE (DRAWABLE_COLOR_DEPTH * SIZE_OF_COLOR_ELEMENT)
#define INDEX_SIZE sizeof(GLushort)
#define DRAWABLE_STRIDE (VERTEX_SIZE + COLOR_SIZE)
inline Drawable(/*Arguments omitted for brevity...*/)
{
//Standard initialization omitted....
glGenBuffers(1, &vboID);
glGenBuffers(1, &vioID);
glGenVertexArrays(1, &vaoID);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vioID);
glBufferData(GL_ARRAY_BUFFER, (VERTEX_SIZE + COLOR_SIZE) * vertexCount, vertexData, drawType);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, INDEX_SIZE * indexCount, indexData, drawType);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
//Generate Vertex Array
glBindVertexArray(vaoID);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, DRAWABLE_VERTEX_DEPTH, GL_FLOAT, GL_FALSE, DRAWABLE_STRIDE, 0);
glVertexAttribPointer(1, DRAWABLE_COLOR_DEPTH, GL_FLOAT, GL_FALSE, DRAWABLE_STRIDE, (GLbyte*)VERTEX_SIZE);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vioID);
glBindVertexArray(0);
}
inline void draw()
{
glBindVertexArray(vaoID);
glDrawElements(drawMode, indexCount, GL_UNSIGNED_SHORT, NULL);
glBindVertexArray(0);
}
GLSL顶点着色器:
#version 430rn
in layout(location=0) vec3 inPosition;
in layout(location=1) vec4 inColor;
out vec4 outVertexColor;
void main()
{
gl_Position = vec4(inPosition, 1.0);
outVertexColor = inColor;
}
GLSL Fragment Shader:
#version 430rn
in vec4 outVertexColor;
out vec4 outFragmentcolor;
void main()
{
outFragmentcolor = outVertexColor;
}
除了评论中提到的问题外,您的索引数组是GLushort (unsigned 16位),而您的draw调用指定GL_UNSIGNED_INT (unsigned 32位)。替换为GL_UNSIGNED_SHORT.