【发布时间】:2011-09-08 17:33:11
【问题描述】:
情况:
我在 OpenGL(LWJGL Java 绑定,GL11)中使用顶点缓冲区对象来渲染矩形。我可以毫无问题地渲染纹理(顶点和纹理坐标),并且为其添加颜色会产生所需的效果(例如使其半透明)。 仅使用顶点和颜色使其不可见。
研究:
- 禁用 alpha 测试和混合会导致黑色矩形,这显然是没有 alpha 测试和混合的顶点和颜色 VBO -> 它被渲染了。
- 仅禁用 alpha 测试会导致与以前相同的结果。
- 仅禁用混合也无济于事。
我在我的代码中找不到任何错误,也找不到问题的根源。
渲染时激活的状态:
GL_TEXTURE_2D、GL_SMOOTH(阴影模型)、GL_DEPTH_TEST、GL_LEQUAL(深度函数)、GL_BACK(剔除面)
混合功能:GL_SRC_ALPHA 和 GL_ONE_MINUS_SRC_ALPHA
Alpha 函数:GL_GREATER 和 0.1F
投影:glOrtho(0, 1, 1, 0, 0, 1000);
所有矩形都在 Z 轴上 -1(我在渲染 GUI 之前调用了一次 glTranslatef(0,0,-1)),在 X 和 Y 轴上介于 0 和 1 之间。
另外我不得不说纹理是绑定的,但这应该不是问题。
重要代码
注意: Color类基本上是包裹了一个RGBA颜色,是我自己写的,所以不是java.awt包的Color类。
注意 2: 我知道我的 VertexBufferObject 类没有使用动态绘制 VBO 进行优化,但我找不到时间来处理它。
顶点缓冲对象
private boolean isStatic;
private boolean hasColor;
private boolean hasTexture;
private boolean hasNormals;
private int renderMode;
private int vertices;
private int vertexSize;
private ByteBuffer buffer;
private int vboId;
private boolean isDirty;
public VertexBufferObject (int renderMode, boolean isStatic, boolean hasColor, boolean hasTexture, boolean hasNormals, int vertices) {
this.isStatic = isStatic;
this.hasColor = hasColor;
this.hasTexture = hasTexture;
this.hasNormals = hasNormals;
this.vertices = vertices;
this.renderMode = renderMode;
vertexSize = calculateVertexSize();
}
public void markDirty () {
isDirty = true;
}
public void createBuffer () {
buffer = BufferUtils.createByteBuffer(getVertexSize());
markDirty();
}
public void createVBO () {
buffer.flip();
vboId = ARBVertexBufferObject.glGenBuffersARB();
// Buffer into vbo
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, vboId);
ARBVertexBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, buffer, (isStatic ? ARBVertexBufferObject.GL_STATIC_DRAW_ARB : ARBVertexBufferObject.GL_DYNAMIC_DRAW_ARB));
// Unbind
ARBVertexBufferObject.glUnmapBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB);
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 0);
if (isStatic) buffer = null;
}
public void addVertex (float x, float y, float z) {
buffer.putFloat(x);
buffer.putFloat(y);
buffer.putFloat(z);
}
public void addTextureCoordinates (float u, float v) {
buffer.putFloat(u);
buffer.putFloat(v);
}
public void addColor (Color color) {
addColor(color.getRGBAInt());
}
public void addColor (int rgba) {
buffer.putInt(rgba);
System.out.println(Integer.toBinaryString(rgba));
}
public void addNormal (byte x, byte y, byte z) {
buffer.put(x);
buffer.put(y);
buffer.put(z);
}
public void setVertex (int index, float x, float y, float z) {
index *= vertexSize;
buffer.position(index);
buffer.putFloat(x);
buffer.putFloat(y);
buffer.putFloat(z);
markDirty();
}
public void setTextureCoordinates (int index, float u, float v) {
index *= vertexSize + 12;
buffer.position(index);
buffer.putFloat(u);
buffer.putFloat(v);
markDirty();
}
public void setColor (int index, Color color) {
setColor(index, color.getRGBAInt());
}
public void setColor (int index, int rgba) {
index *= vertexSize + (hasTexture ? 20 : 12);
buffer.position(index);
buffer.putInt(rgba);
markDirty();
}
public void setNormal (int index, byte x, byte y, byte z) {
index *= vertexSize - 3;
buffer.position(index);
buffer.put(x);
buffer.put(y);
buffer.put(z);
markDirty();
}
public void draw () {
draw(0, vertices);
}
public void draw (int start, int vertexNumber) {
if (vboId == 0) return;
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, vboId);
// Update Dynamic VBO
if (isDirty && !isStatic) {
buffer.position(0);
int vboType = isStatic ? ARBVertexBufferObject.GL_STATIC_DRAW_ARB : ARBVertexBufferObject.GL_DYNAMIC_DRAW_ARB;
ARBVertexBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 0, vboType);
ARBVertexBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, buffer, vboType);
isDirty = false;
}
// Stride
int stride = 12;
if (hasTexture) stride += 8;
if (hasColor) stride += 4;
if (hasNormals) stride += 3;
// Apply Pointers
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
GL11.glVertexPointer(3, GL11.GL_FLOAT, stride, 0);
if (hasTexture) {
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
GL11.glTexCoordPointer(2, GL11.GL_FLOAT, stride, 12);
}
if (hasColor) {
GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
GL11.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, stride, hasTexture ? 20 : 12);
}
if (hasNormals) {
GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
GL11.glNormalPointer(GL11.GL_BYTE, stride, stride - 3);
}
// Draw with specified render mode
GL11.glDrawArrays(renderMode, start, vertexNumber);
// Unbind VBO
if (hasTexture) GL11.glDisableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
if (hasColor) GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
if (hasNormals) GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY);
GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 0);
}
public void destroy () {
ARBVertexBufferObject.glDeleteBuffersARB(vboId);
}
private int calculateVertexSize () {
return vertices * 12 + vertices * (hasTexture ? 8 : 0) + vertices * (hasColor ? 4 : 0) + vertices * (hasNormals ? 4 : 0);
}
ColorFrameRenderer(基本上是矩形)
private VertexBufferObject vbo;
private Color color;
public ColorFrameRenderer(int sizeX, int sizeY, Color color) {
super(sizeX, sizeY);
this.color = color;
}
@Override
public void render() {
if (!render) return;
vbo.draw();
}
@Override
public void init() {
vbo = new VertexBufferObject(GL11.GL_QUADS, false, true, false, false, 4);
vbo.createBuffer();
vbo.addVertex(x, y, 0);
vbo.addColor(color);
vbo.addVertex(x, y + sizeY, 0);
vbo.addColor(color);
vbo.addVertex(x + sizeX, y + sizeY, 0);
vbo.addColor(color);
vbo.addVertex(x + sizeX, y, 0);
vbo.addColor(color);
vbo.createVBO();
}
@Override
public void setPosition (float x, float y, float z) {
super.setPosition(x, y, z);
if (vbo != null) {
vbo.setVertex(0, this.x, this.y, 0);
vbo.setVertex(1, this.x, this.y + sizeY, 0);
vbo.setVertex(2, this.x + sizeX, this.y + sizeY, 0);
vbo.setVertex(3, this.x + sizeX, this.y, 0);
}
}
感谢您的帮助和建议!
请理解,由于它属于或多或少的秘密项目,我无法提供整个代码。
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