【问题标题】:How to draw a VAO made out of 5 triangles in OpenGL?如何在 OpenGL 中绘制由 5 个三角形组成的 VAO?
【发布时间】:2020-04-28 04:11:19
【问题描述】:

我最近编写了一个程序来绘制一个具有 3 个不同 RGB 值的三角形,我想在同一个程序中对另一个单独的 VAO 做同样的事情,但我希望这个由 5 个三角形组成。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;
}

我是否像使用第一个 VBO 或其他东西一样简单地创建另一个浮点“点”矩阵?我遵循的教程在这部分并不完全清楚。

另外,我在我的 Mac 上使用 Xcode,并为我的片段和顶点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?

【问题讨论】:

    标签: c++ opengl glsl shader gl-triangle-strip


    【解决方案1】:

    您必须指定颜色的输入属性 (aColor) 并将颜色属性从顶点着色器传递到片段着色器 (myColor)。使用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GL_COMPILE_STATUS检查着色器编译是否成功,通过glGetProgramiv和参数GL_LINK_STATUS检查程序链接是否成功。部分代码sn-ps见OpenGL ignores Quads and makes them Triangles的回答。


    您的顶点是具有 6 个组件(x、y、z、r、g、b)的元组:

    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
    };
    

    使用glVertexAttribPointer 指定2 个顶点属性。必须以字节为单位指定步幅和偏移量。步幅为6 * sizeof(float)。顶点坐标的偏移量为0,颜色属性的偏移量为3 * sizeof(float)。例如:

    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)));
    

    如果要绘制更复杂的网格,则必须扩展顶点数组。只需将另外 3 个顶点和颜色添加到 points 数组以用于下一个三角形。或者,您可以使用不同的原始类型,例如 GL_TRIANGLE_STRIPGL_TRIANGLE_FAN。见Triangle primitives

    示例代码:

    #include <iostream>
    #include <vector>
    
    // Shaders
    const char *vertexShaderSource = R"(#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);
    }
    )";
    
    const char *fragmentShaderSource = R"(#version 330 core
    
    out vec4 FragColor;
    in vec3 myColor;
    
    void main()
    {
        FragColor = vec4(myColor, 1.0f);
    }
    )";
    
    bool CompileStatus( GLuint shader );
    bool LinkStatus( GLuint program );
    
    float radians( float deg ) { return deg * 3.141529 / 180.0; }
    
    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, 3);
        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,                     0.0f,                      0.0f,   1.0f, 0.0f, 0.0f,
            0.5f,                     0.0f,                      0.0f,   0.0f, 1.0f, 0.0f,
            0.5f * cos(radians(72)),  0.5f * sin(radians(72)),   0.0f,   0.0f, 0.0f, 1.0f,
            0.5f * cos(radians(144)), 0.5f * sin(radians(144)),  0.0f,   1.0f, 1.0f, 0.0f,
            0.5f * cos(radians(216)), 0.5f * sin(radians(216)),  0.0f,   0.0f, 1.0f, 1.0f,
            0.5f * cos(radians(288)), 0.5f * sin(radians(288)),  0.0f,   1.0f, 0.0f, 1.0f,
            0.5,                      0.0f,                      0.0f,   1.0f, 0.5f, 0.0f
        };
    
        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);
    
        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)));
    
        // Compile a Vertex Shader
        int vertexShader = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
        glCompileShader(vertexShader);
        CompileStatus( vertexShader );
    
        // Compile a fragment shader.
        int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
        glCompileShader(fragmentShader);
        CompileStatus( fragmentShader );
    
        // Compile shaders into a executable shader program.
        int shaderProgram = glCreateProgram();
        glAttachShader(shaderProgram, fragmentShader);
        glAttachShader(shaderProgram, vertexShader);
        glLinkProgram(shaderProgram);
        LinkStatus( 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_TRIANGLE_FAN, 0, 7);
    
            // Draw Triangle Fan; unfinished
    
            // swap buffers and poll IO events
            glfwPollEvents();
            glfwSwapBuffers(window);
        }
    
        // close GL context and any other GLFW resources
        glfwTerminate();
        return 0;
    }
    
    bool CompileStatus( GLuint shader )
    {
        GLint status = GL_TRUE;
        glGetShaderiv( shader, GL_COMPILE_STATUS, &status );
        if (status == GL_FALSE)
        {
            GLint logLen;
            glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logLen );
            std::vector< char >log( logLen );
            GLsizei written;
            glGetShaderInfoLog( shader, logLen, &written, log.data() );
            std::cout << "compile error:" << std::endl << log.data() << std::endl;
        }
        return status != GL_FALSE;
    }
    
    bool LinkStatus( GLuint program )
    {
        GLint status = GL_TRUE;
        glGetProgramiv( program, GL_LINK_STATUS, &status );
        if (status == GL_FALSE)
        {
            GLint logLen;
            glGetProgramiv( program, GL_INFO_LOG_LENGTH, &logLen );
            std::vector< char >log( logLen );
            GLsizei written;
            glGetProgramInfoLog( program, logLen, &written, log.data() );
            std::cout << "link error:" << std::endl << log.data() << std::endl;
        }
        return status != GL_FALSE;
    }
    

    【讨论】:

    • 你是绝对正确的,这是一个非常可靠的答案
    • @NathanWride 请更正答案中的着色器和顶点规范。这会让其他用户感到困惑。
    • 我实际上觉得发帖者应该更改接受的答案,如果不是,那么我会在早上附加您的建议以获得更完整的答案。
    【解决方案2】:

    您可以通过添加创建另一个包含新点的浮点数组并创建另一个 VAO 和 VBO 来完成此操作。由于您想要一个三角形扇形(基于代码中的注释),而不是 5 个单独的三角形,您可以这样:

    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);
    

    现在在绘制两个对象时,首先绑定目标 VAO,然后渲染,然后继续下一个对象:

    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扇形的更多信息,请参阅Triangle primitives

    【讨论】:

    • 好的,x1、y1、z1 等代表浮点数对吗?此外,cmets 说要从点 1、3 和 4 制作另一个三角形,但只有 3 个原始点。你能给我解释一下吗?
    • 抱歉,您没有看到顶点属性规范与顶点和颜色数组不匹配吗?你看到顶点着色器编译失败了吗?并且片段着色器输入myColor没有顶点着色器输出?
    • @Garrus 浮点数组中的每一行从 3 个浮点数中获得 1 个点作为位置,3 个浮点数作为颜色。三角扇是一种特殊形式的三角形,它使用第一个条目作为根点,然后用根和后面的每一对(即 1,2,3 1,3,4,1,4,5 等)组成一个三角形。应该阅读链接以获取更多详细信息和有用的图表。Rabbid76 绝对正确,但我决定只解决有关添加另一个具有 5 个三角形的对象的问题。我认为 Garrus 也绝对应该遵循您的建议来修复他们的着色器。跨度>
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