我在渲染某些程序生成的網格時遇到了一些問題。渲染高聚合網格物體時會出現一些非常奇怪的工件(並非如此)。我已經能夠找出問題,但我不知道爲什麼會發生這種情況。當我生成一個低多邊形網格時,問題不會發生。使用OpenGL渲染高聚程序網格的工件
我創建了一個小的演示,所以你可以下載源代碼。 (見下)
當我的應用程序中,當網格約爲〜90個三角形(120個頂點和270個索引)時,這些工件開始出現。要看到它出現在演示中,請將initMesh設置爲150個環和150個扇區。
它就像一個星期我正在這個工作,我只是不能說明爲什麼發生這種情況。它會是什麼?
這裏是我的目類:
#include "Mesh.h"
Mesh::Mesh()
{
_vao = 0;
_verticesVbo = 0;
_texCoordsVbo = 0;
_normalsVbo = 0;
_indicesVbo = 0;
}
Mesh::~Mesh()
{
glDeleteBuffers(1, &_verticesVbo);
glDeleteBuffers(1, &_texCoordsVbo);
glDeleteBuffers(1, &_normalsVbo);
glDeleteBuffers(1, &_indicesVbo);
glDeleteVertexArrays(1, &_vao);
}
Mesh* Mesh::New(vector<Vertex> &vertices, vector<GLuint> &indices)
{
Mesh* mesh = new Mesh();
mesh->AddVertices(vertices, indices);
return mesh;
}
void Mesh::AddVertices(vector<Vertex> &vertices, vector<GLuint> &indices)
{
_vertices = vertices;
_indices = indices;
GLuint verticesSize = vertices.size() * 3 * sizeof(GLfloat);
GLuint texCoordsSize = vertices.size() * 2 * sizeof(GLfloat);
GLuint normalsSize = vertices.size() * 3 * sizeof(GLfloat);
_indicesSize = indices.size() * sizeof(GLuint);
GLfloat* vertexBuffer = new GLfloat[vertices.size() * 3];
GLfloat* texCoordBuffer = new GLfloat[vertices.size() * 2];
GLfloat* normalBuffer = new GLfloat[vertices.size() * 3];
CreateBuffers(vertices, vertexBuffer, texCoordBuffer, normalBuffer);
glGenVertexArrays(1, &_vao);
glBindVertexArray(_vao);
glGenBuffers(1, &_verticesVbo);
glBindBuffer(GL_ARRAY_BUFFER, _verticesVbo);
glBufferData(GL_ARRAY_BUFFER, verticesSize, vertexBuffer, GL_STATIC_DRAW);
glGenBuffers(1, &_texCoordsVbo);
glBindBuffer(GL_ARRAY_BUFFER, _texCoordsVbo);
glBufferData(GL_ARRAY_BUFFER, texCoordsSize, texCoordBuffer, GL_STATIC_DRAW);
glGenBuffers(1, &_normalsVbo);
glBindBuffer(GL_ARRAY_BUFFER, _normalsVbo);
glBufferData(GL_ARRAY_BUFFER, normalsSize, normalBuffer, GL_STATIC_DRAW);
glGenBuffers(1, &_indicesVbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indicesVbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _indicesSize, &indices[0], GL_STATIC_DRAW);
delete[] vertexBuffer;
delete[] texCoordBuffer;
delete[] normalBuffer;
}
void Mesh::CreateBuffers(vector<Vertex> &vertices,
GLfloat* &vertexBuffer,
GLfloat* &texCoordBuffer,
GLfloat* &normalBuffer)
{
vector<Vertex>::iterator i;
unsigned int vIndex = 0;
unsigned int tIndex = 0;
unsigned int nIndex = 0;
for (i = vertices.begin(); i != vertices.end(); ++i)
{
Vertex vertex = *i;
GLfloat x = vertex.GetPosition().x;
GLfloat y = vertex.GetPosition().y;
GLfloat z = vertex.GetPosition().z;
GLfloat u = vertex.GetTexCoord().x;
GLfloat v = vertex.GetTexCoord().y;
GLfloat r0 = vertex.GetNormal().x;
GLfloat s0 = vertex.GetNormal().y;
GLfloat t0 = vertex.GetNormal().z;
vertexBuffer[vIndex++] = x;
vertexBuffer[vIndex++] = y;
vertexBuffer[vIndex++] = z;
texCoordBuffer[tIndex++] = u;
texCoordBuffer[tIndex++] = v;
normalBuffer[nIndex++] = r0;
normalBuffer[nIndex++] = s0;
normalBuffer[nIndex++] = t0;
}
}
void Mesh::Render()
{
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, _verticesVbo);
glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, _texCoordsVbo);
glVertexAttribPointer((GLuint)1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, _normalsVbo);
glVertexAttribPointer((GLuint)2, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indicesVbo);
glDrawElements(GL_TRIANGLES, _indicesSize, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
}
這裏的代碼來創建網格:
void initMesh(float radius, int rings, int sectors)
{
float piOver2 = M_PI * 0.5f;
vector<Vertex> vertices;
vector<unsigned int> indices;
float const R = 1.0f/(float)(rings);
float const S = 1.0f/(float)(sectors);
unsigned int r, s;
for(r = 0; r < rings + 1; r++)
{
for(s = 0; s < sectors + 1; s++)
{
float y = sin(piOver2 * r * R);
float x = cos(2.0 * M_PI * s * S) * sin(piOver2 + piOver2 * r * R);
float z = sin(2.0 * M_PI * s * S) * sin(piOver2 + piOver2 * r * R);
vec3 position = vec3(x, y, z) * radius;
vec3 normal = normalize(vec3(x, y, z)) * radius;
vec2 texCoord = vec2(s * R, r * R) * radius;
vertices.push_back(Vertex(position, texCoord, normal));
}
}
for(r = 0; r < rings; r++)
{
for(s = 0; s < sectors; s++)
{
int a = r * (sectors + 1) + s;
int b = (r + 1) * (sectors + 1) + s;
int c = (r + 1) * (sectors + 1) + (s + 1);
int d = r * (sectors + 1) + (s + 1);
indices.push_back(a);
indices.push_back(b);
indices.push_back(c);
indices.push_back(c);
indices.push_back(d);
indices.push_back(a);
}
}
_mesh = Mesh::New(vertices, indices);
}
這裏是初始化的OpenGL代碼:
bool createGLWindow()
{
_window = SDL_CreateWindow(
"TestMesh",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
1024,
768,
SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
if(_window == NULL)
{
LOG("Window could not be created! SDL_Error: " << SDL_GetError());
return false;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
_glContext = SDL_GL_CreateContext(_window);
if (!_glContext)
{
LOG("Could not create context:" << SDL_GetError());
return false;
}
glewExperimental = GL_TRUE;
GLenum glewInitStatus = glewInit();
if(glewInitStatus != GLEW_OK)
{
LOG("Error" << glewGetErrorString(glewInitStatus))
return false;
}
return true;
}
這裏渲染功能:
void render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_shader->Bind();
_shader->GetUniform("mvp").Set(_projectionMatrix * _viewMatrix * _modelMatrix);
_shader->GetUniform("color").Set(_color);
_mesh->Render();
_shader->Unbind();
}
而這些頂點着色器
#version 330
in vec3 inPosition;
in vec2 inTexCoord;
in vec3 inNormal;
uniform mat4 mvp;
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec3 fragNormal;
void main()
{
gl_Position = mvp * vec4(inPosition, 1.0);
fragTexCoord = inTexCoord;
fragPosition = inPosition;
fragNormal = inNormal;
}
和片段着色器:
#version 330
uniform vec4 color;
in vec3 fragPosition;
in vec2 fragTexCoord;
in vec3 fragNormal;
out vec4 fragColor;
void main(void)
{
vec3 lightPos = vec3(1.0, 1.0, 1.0);
fragColor = max(dot(lightPos, fragNormal), 0.0) * 0.8 * color + color * 0.1;
}
呈現低聚當其結果是:在呈現時
結果高聚物:
而且你可以在這裏下載演示來源: