2017-06-16 47 views
-1

我的體素引擎塊不會因爲某些奇怪的原因而被繪製。我在RenderDoc中調試過,一切看起來都很好。我開始思考如何設置我的功能有些問題。glDrawArrays不能在我的Voxel引擎上工作

下面是代碼:

void Chunk::createMesh() // called once, right before the render loop 
{ 
    int i = 0; 
    this->shader.loadShader("chunk.vs", "chunk.fs"); 

    for (int x = 0; x < CHUNK_SIZE; x++) 
    { 
     for (int y = 0; y < CHUNK_HEIGHT; y++) 
     { 
      for (int z = 0; z < CHUNK_SIZE; z++) 
      { 
       GLuint currentBlock = this->blockCur[x][y][z]; 

       this->vertex[i++] = byte4(x, y, z, currentBlock); 
       this->vertex[i++] = byte4(x, y, z + 1, currentBlock); 
       this->vertex[i++] = byte4(x, y + 1, z, currentBlock); 
       this->vertex[i++] = byte4(x, y + 1, z, currentBlock); 
       this->vertex[i++] = byte4(x, y, z + 1, currentBlock); 
       this->vertex[i++] = byte4(x, y + 1, z + 1, currentBlock); 

       // View from positive x 
       this->vertex[i++] = byte4(x + 1, y, z, currentBlock); 
       this->vertex[i++] = byte4(x + 1, y + 1, z, currentBlock); 
       this->vertex[i++] = byte4(x + 1, y, z + 1, currentBlock); 
       this->vertex[i++] = byte4(x + 1, y + 1, z, currentBlock); 
       this->vertex[i++] = byte4(x + 1, y + 1, z + 1, currentBlock); 
       this->vertex[i++] = byte4(x + 1, y, z + 1, currentBlock); 

       currentBlock++; 
      } 
     } 
    } 

    this->elements = i; 

    glGenVertexArrays(1, &this->vao); 

    glBindVertexArray(this->vao); 
    glGenBuffers(1, &this->vbo); 
    glBindBuffer(GL_ARRAY_BUFFER, vbo); 
    glBufferData(GL_ARRAY_BUFFER, this->elements * sizeof(this->vertex), this->vertex, GL_STATIC_DRAW); 

    glGenBuffers(1, &cubeColor); 
    glBindBuffer(GL_ARRAY_BUFFER, cubeColor); 
    glBufferData(GL_ARRAY_BUFFER, sizeof(color), color, GL_STATIC_DRAW); 


    this->attribCoord3dChunk = glGetAttribLocation(this->shader.program, "coord3d"); 
    this->attribMVPChunk = glGetUniformLocation(this->shader.program, "mvp"); 
    this->attribColor = glGetUniformLocation(this->shader.program, "f_color"); 

    if (this->attribCoord3dChunk < 0) 
    { 
     std::cout << "attribCoord3dChunk was negative!" << std::endl; 
    } 

    std::cout << this->attribMVPChunk << std::endl; 

    glBindBuffer(GL_ARRAY_BUFFER, this->vbo); 
    glVertexAttribPointer(
     this->attribCoord3dChunk, // attribute 
     3,     // number of elements per vertex, here (R,G,B) 
     GL_FLOAT,   // the type of each element 
     GL_FALSE,   // take our values as-is 
     0,     // no extra data between each position 
     (GLvoid*)0     // offset of first element 
    ); 
    glEnableVertexAttribArray(this->attribCoord3dChunk); 

    glBindBuffer(GL_ARRAY_BUFFER, this->chunkColor); 
    glVertexAttribPointer(
     this->attribColor, // attribute 
     3,     // number of elements per vertex, here (x,y,z) 
     GL_FLOAT,   // the type of each element 
     GL_FALSE,   // take our values as-is 
     0,     // no extra data between each position 
     (GLvoid*)0     // offset of first element 
    ); 
    glEnableVertexAttribArray(this->attribColor); 

    glBindVertexArray(0); 

    this->loaded = true; 
} 

void Chunk::render() // called every frame 
{ 
    glBindVertexArray(this->vao); 
    glEnableVertexAttribArray(this->attribCoord3dChunk); 
    model = glm::translate(glm::mat4(1.0f), glm::vec3(1, 1, 1)); 
    glm::mat4 mvp = gameManager->projection * gameManager->view * model; 
    glUniformMatrix4fv(this->attribMVPChunk, 1, GL_FALSE, glm::value_ptr(mvp)); 

    glBindBuffer(GL_ARRAY_BUFFER, this->vbo); 
    glDrawArrays(GL_TRIANGLES, 0, this->elements); 
    glDisableVertexAttribArray(this->attribCoord3dChunk); 
    glBindVertexArray(0); 
} 

當字節4的類型定義是

typedef glm::tvec4<GLbyte> byte4; 

我打電話createMesh一次,之前的渲染循環。 而且我也叫渲染,每一幀。

回答

-1

固定!當前代碼:

void Chunk::genChunk() 
{ 
    int i = 0; 
    this->shader.loadShader("chunk.vs", "chunk.fs"); 

    for (int x = 0; x < CHUNK_SIZE; x++) 
    { 
     for (int y = 0; y < CHUNK_HEIGHT; y++) 
     { 
      for (int z = 0; z < CHUNK_SIZE; z++) 
      { 
       vertices.push_back(x); 
       vertices.push_back(y); 
       vertices.push_back(z); 
       vertices.push_back(x); 
       vertices.push_back(y); 
       vertices.push_back(z + 1); 
       vertices.push_back(x); 
       vertices.push_back(y + 1); 
       vertices.push_back(z + 1); 
       vertices.push_back(x); 
       vertices.push_back(y + 1); 
       vertices.push_back(z); 

       vertices.push_back(x + 1); 
       vertices.push_back(y); 
       vertices.push_back(z); 
       vertices.push_back(x + 1); 
       vertices.push_back(y); 
       vertices.push_back(z + 1); 
       vertices.push_back(x + 1); 
       vertices.push_back(y + 1); 
       vertices.push_back(z + 1); 
       vertices.push_back(x + 1); 
       vertices.push_back(y + 1); 
       vertices.push_back(z); 

       vertices.push_back(x); 
       vertices.push_back(y + 1); 
       vertices.push_back(z); 
       vertices.push_back(x + 1); 
       vertices.push_back(y + 1); 
       vertices.push_back(z); 
       vertices.push_back(x + 1); 
       vertices.push_back(y + 1); 
       vertices.push_back(z + 1); 
       vertices.push_back(x); 
       vertices.push_back(y + 1); 
       vertices.push_back(z + 1); 

       vertices.push_back(x); 
       vertices.push_back(y); 
       vertices.push_back(z); 
       vertices.push_back(x + 1); 
       vertices.push_back(y); 
       vertices.push_back(z); 
       vertices.push_back(x + 1); 
       vertices.push_back(y); 
       vertices.push_back(z + 1); 
       vertices.push_back(x); 
       vertices.push_back(y); 
       vertices.push_back(z + 1); 

       vertices.push_back(x); 
       vertices.push_back(y); 
       vertices.push_back(z + 1); 
       vertices.push_back(x + 1); 
       vertices.push_back(y); 
       vertices.push_back(z + 1); 
       vertices.push_back(x + 1); 
       vertices.push_back(y + 1); 
       vertices.push_back(z + 1); 
       vertices.push_back(x); 
       vertices.push_back(y + 1); 
       vertices.push_back(z + 1); 

       vertices.push_back(x); 
       vertices.push_back(y); 
       vertices.push_back(z); 
       vertices.push_back(x + 1); 
       vertices.push_back(y); 
       vertices.push_back(z); 
       vertices.push_back(x + 1); 
       vertices.push_back(y + 1); 
       vertices.push_back(z); 
       vertices.push_back(x); 
       vertices.push_back(y + 1); 
       vertices.push_back(z); 
      } 
     } 
    } 

    this->elements = i; 

    glGenVertexArrays(1, &this->vao); 

    glBindVertexArray(this->vao); 
    glGenBuffers(1, &this->vbo); 
    glBindBuffer(GL_ARRAY_BUFFER, vbo); 
    glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), &vertices.front(), GL_STATIC_DRAW); 

    glGenBuffers(1, &this->chunkColor); 
    glBindBuffer(GL_ARRAY_BUFFER, this->chunkColor); 
    glBufferData(GL_ARRAY_BUFFER, sizeof(color), color, GL_STATIC_DRAW); 

    this->attribCoord3dChunk = glGetAttribLocation(this->shader.program, "coord3d"); 
    this->attribMVPChunk = glGetUniformLocation(this->shader.program, "mvp"); 
    this->attribColor = glGetAttribLocation(this->shader.program, "v_color"); 

    if (this->attribCoord3dChunk < 0) 
    { 
     std::cout << "attribCoord3dChunk was negative!" << std::endl; 
    } 
    else if (this->attribColor < 0) 
    { 
     std::cout << "v_color was negative!" << std::endl; 
    } 

    glBindBuffer(GL_ARRAY_BUFFER, this->vbo); 
    glVertexAttribPointer(
     this->attribCoord3dChunk, // attribute 
     3,     // number of elements per vertex, here (R,G,B) 
     GL_FLOAT,   // the currentBlock of each element 
     GL_FALSE,   // take our values as-is 
     0,     // no extra data between each position 
     (GLvoid*)0     // offset of first element 
    ); 

    glBindBuffer(GL_ARRAY_BUFFER, this->chunkColor); 
    glVertexAttribPointer(
     this->attribColor, // attribute 
     3,     // number of elements per vertex, here (x,y,z) 
     GL_FLOAT,   // the currentBlock of each element 
     GL_FALSE,   // take our values as-is 
     0,     // no extra data between each position 
     (GLvoid*)0     // offset of first element 
    ); 

    glBindVertexArray(0); 

    this->loaded = true; 
} 

void Chunk::render() 
{ 
    glBindVertexArray(this->vao); 
    glEnableVertexAttribArray(this->attribCoord3dChunk); 
    glEnableVertexAttribArray(this->attribColor); 

    model = glm::translate(glm::mat4(1.0f), glm::vec3(1, 1, 1)); 
    glm::mat4 mvp = gameManager->projection * gameManager->view * model; 
    glUniformMatrix4fv(this->attribMVPChunk, 1, GL_FALSE, glm::value_ptr(mvp)); 

    glBindBuffer(GL_ARRAY_BUFFER, this->vbo); 
    glDrawArrays(GL_QUADS, 0, this->vertices.size()); 

    glDisableVertexAttribArray(this->attribCoord3dChunk); 
    glDisableVertexAttribArray(this->attribColor); 
    glBindVertexArray(0); 
} 
+2

如果您能指出什麼是錯誤以及您爲解決問題所做的更改,對未來的讀者將會非常有用。 – HolyBlackCat