【发布时间】:2017-10-12 03:53:46
【问题描述】:
我正在编写一个简单的类来解析 OBJ 并在此之后呈现 obj。我已经编写了一种从 RAM 中绘制顶点数组的方法,我想对其进行一些优化(我读到使用 VBO 可以获得 x4 倍的帧速率!)。
可悲的是,我失败了,我按照一堆教程无济于事。 这是解析器和在 GPU 上存储顶点和索引缓冲区的调用,我已经彻底调试了解析器本身,没关系。 vertexBuffer 和 vertexIndices 都加载得很好(我已经打印了它们,并根据 obj 文件手动检查了它们)。
Mesh::Mesh(string path) {
float* normals;
float* faces;
float* textures;
string fullpath = path + ".obj";
this->mats = loadMtl(path); //Loads a Material list, not used now drawing white
string line;
ifstream objFile(fullpath.c_str());
if (objFile.is_open()) {
objFile.seekg(0, ios::end);
long fileSize = long(objFile.tellg());
objFile.seekg(0, ios::beg);
// Init buffers and indices
unsigned int inserted = 0;
string currentMtl = "";
float* vertexBuffer = new float[fileSize];
float* textureBuffer = new float[fileSize];
float* normalBuffer = new float[fileSize];
unsigned int* vertexIndices = new unsigned int[fileSize];
unsigned int* normalIndices = new unsigned int[fileSize];
unsigned int* textureIndices = new unsigned int[fileSize];
int connectedVert = 0;
int textureCoords = 0;
int normalsCount = 0;
int vertexIndex = 0;
string prefix = "usemtl";
while (!objFile.eof()) {
getline(objFile, line);
if (line.c_str()[0] == 'v' && line.c_str()[1] == ' ') {
line[0] = ' ';
sscanf_s(line.c_str(), "%f %f %f ",
&vertexBuffer[connectedVert],
&vertexBuffer[connectedVert + 1],
&vertexBuffer[connectedVert + 2]);
connectedVert += 3;
}
else if (line.c_str()[0] == 'v' && line.c_str()[1] == 't') {
line[0] = ' ';
line[1] = ' ';
sscanf_s(line.c_str(), "%f %f ",
&textureBuffer[textureCoords],
&textureBuffer[textureCoords + 1]);
textureCoords += 2;
}
else if (line.c_str()[0] == 'v' && line.c_str()[1] == 'n') {
line[0] = ' ';
line[1] = ' ';
sscanf_s(line.c_str(), "%f %f %f ",
&normalBuffer[normalsCount],
&normalBuffer[normalsCount + 1],
&normalBuffer[normalsCount + 2]);
normalsCount += 3;
}
else if (line.c_str()[0] == 'f') {
line[0] = ' ';
if (textureCoords > 0) {
sscanf_s(line.c_str(), "%i/%i/%i %i/%i/%i %i/%i/%i",
&vertexIndices[vertexIndex], &textureIndices[vertexIndex], &normalIndices[vertexIndex],
&vertexIndices[vertexIndex + 1], &textureIndices[vertexIndex +1], &normalIndices[vertexIndex +1],
&vertexIndices[vertexIndex + 2], &textureIndices[vertexIndex +2], &normalIndices[vertexIndex +2]);
}
else {
sscanf_s(line.c_str(), "%i//%i %i//%i %i//%i",
&vertexIndices[vertexIndex], &normalIndices[vertexIndex],
&vertexIndices[vertexIndex+1], &normalIndices[vertexIndex +1],
&vertexIndices[vertexIndex+2], &normalIndices[vertexIndex +2]);
}
for (int j = 0; j < 3; j++) {
vertexIndices[vertexIndex+j] -= 1;
normalIndices[vertexIndex +j] -= 1;
textureIndices[vertexIndex +j] -= 1;
}
vertexIndex += 3;
}
else if (!strncmp(line.c_str(), prefix.c_str(), strlen(prefix.c_str()))) {
inserted++;
// No more vertices, normals or texture coords to load, gen arrays on GPU
if (currentMtl == "") {
//Copy vertices to GPU
glGenBuffers(1, &this->verticesID);
glBindBuffer(GL_ARRAY_BUFFER, this->verticesID);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * connectedVert, vertexBuffer, GL_STATIC_DRAW);
/*
//Won't be bothered with normals or textures right now...
//Copy normals to GPU
glGenBuffers(1, &this->normalsID);
glBindBuffer(GL_ARRAY_BUFFER, this->normalsID);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * normalsCount, &normalBuffer[0], GL_STATIC_DRAW);
//Copy UV to GPU
if (textureCoords > 0) {
glGenBuffers(1, &this->textID);
glBindBuffer(GL_ARRAY_BUFFER, this->textID);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * textureCoords, &textureBuffer[0], GL_STATIC_DRAW);
}*/
}
else {
// Filled up an index array, copy it.
this->indices.push_back(0);
this->faces.push_back(vertexIndex);
glGenBuffers(1, &this->indices[this->indices.size() - 1]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indices[this->indices.size() - 1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * vertexIndex, vertexIndices, GL_STATIC_DRAW);
}
currentMtl = line.substr(7, line.length());
vertexIndex = 0;
}
}
// Copy the last indices buffer.
if (currentMtl != "" && indices.size() < inserted) {
this->indices.push_back(0);
this->faces.push_back(vertexIndex);
glGenBuffers(1, &this->indices[this->indices.size() - 1]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indices[this->indices.size() - 1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * vertexIndex, vertexIndices, GL_STATIC_DRAW);
}
objFile.close();
delete[] vertexBuffer;
delete[] textureBuffer;
delete[] normalBuffer;
delete[] vertexIndices;
delete[] normalIndices;
delete[] textureIndices;
}
else {
throw runtime_error("Unable to load obj file: " + path + ".obj");
}
}
最后,这里是draw call。我猜问题就在这里,但我不能完全解决这个问题。我使用 glIntercept 来查看是否有问题,但我没有发现任何错误。
void Mesh::draw() {
//Binding Vertex array
glBindBuffer(GL_ARRAY_BUFFER, this->verticesID);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, (void*)0);
for (unsigned int i = 0; i < this->indices.size(); i++) {
glColor3f(1.0f, 1.0f, 1.0f); // Draw it in plain ol' white
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indices[i]);
glDrawElements(GL_TRIANGLES,this->faces[i], GL_UNSIGNED_INT,(void*)0);
}
glDisableClientState(GL_VERTEX_ARRAY);
}
如果需要,这里是 Mesh 类声明:
class Mesh {
public:
GLuint verticesID, textID, normalsID;
vector<GLuint> indices;
vector<GLuint> faces;
vector<Material> mats;
public:
Mesh(string path);
void draw();
~Mesh();
};
将 OpenGL 主要版本设置为 2,次要版本设置为 1。正如我之前提到的,我认为 OpenGL 设置正确,因为我能够在直接模式下绘制三角形并使用 RAM 中的顶点指针。欢迎任何帮助:)
【问题讨论】:
-
在minimal reproducible example 中编辑。随意使用this 作为基础。
-
@Rabbid76 上下文是设置的第一件事(使用 SDL)。否则我将无法使用绘图数组。
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@genpfault 我试图避免 glVertexPointer 调用,因为它的效率较低。您要我将加载到另一个函数的顶点、索引分开吗?
-
@Rabbid76 我现在要去上课了,但我会编辑代码,使其独立。这是现在的来源,如果你有时间阅读它:drive.google.com/open?id=0BxpdwU_OmJtnYlRHS3l5aVZpTUE
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好吧,stackoverflow 不允许我编辑评论。这是现在的源代码,如果您有时间阅读它:drive.google.com/open?id=0BxpdwU_OmJtnYlRHS3l5aVZpTUE 这只是一个相机类,一个包装场景中每个 vbo 的世界类,一个网格类和一个现在不使用的材质类。 EXPERIMENTAL_MESH 是 VBO 的代码。我回来后会修复帖子!