2017-06-08 149 views
0

我对VBOs,VAO和Indices很新颖。我能渲染一个单一的立方体,现在我正在尝试渲染一大块立方体。我的目标是慢慢制作一个体素引擎。我的大块类有问题。由于某些原因,它不显示任何内容。任何人都可以快速查看,也许弄清楚什么是错误的,并指出了我?干杯glDrawElements不会绘制任何东西

class Chunk { 

private IntBuffer vaoID; 
private IntBuffer vboID; 
private IntBuffer indexID; 


public void createChunkVBO() { 

    FloatBuffer vertices = BufferUtils.createFloatBuffer(16 * 256 * 16 * 3 * 8); 
    FloatBuffer colors = BufferUtils.createFloatBuffer(16 * 256 * 16 * 4 * 8); 
    FloatBuffer indices = BufferUtils.createFloatBuffer(16 * 256 * 16 * 4 * 6); 

    vaoID = BufferUtils.createIntBuffer(1); // Create a buffer for the Vertex Array Object 
    vboID = BufferUtils.createIntBuffer(1); // Create a buffer for the Vertex Buffer Object 
    indexID = BufferUtils.createIntBuffer(1); // Create a buffer for the Vertex Indices 


    for (int x = 0; x < 16; x++) { 
     for (int y = 0; y < 256; y++) { 
      for (int z = 0; z < 16; z++) { 
       System.out.println(x + ", " + y + ", " + z); 
       vertices.put(x + World.BLOCK_SIZE); 
       vertices.put(y); 
       vertices.put(z + World.BLOCK_SIZE); 

       vertices.put(x); 
       vertices.put(y); 
       vertices.put(z + World.BLOCK_SIZE); 

       vertices.put(x); 
       vertices.put(y); 
       vertices.put(z); 

       vertices.put(x + World.BLOCK_SIZE); 
       vertices.put(y); 
       vertices.put(z); 

       vertices.put(x + World.BLOCK_SIZE); 
       vertices.put(y + World.BLOCK_SIZE); 
       vertices.put(z + World.BLOCK_SIZE); 

       vertices.put(x); 
       vertices.put(y + World.BLOCK_SIZE); 
       vertices.put(z + World.BLOCK_SIZE); 

       vertices.put(x); 
       vertices.put(y + World.BLOCK_SIZE); 
       vertices.put(z); 

       vertices.put(x + World.BLOCK_SIZE); 
       vertices.put(y + World.BLOCK_SIZE); 
       vertices.put(z); 


       colors.put(1f); 
       colors.put(0f); 
       colors.put(0f); 
       colors.put(1f); 

       colors.put(1f); 
       colors.put(0f); 
       colors.put(0f); 
       colors.put(1f); 

       colors.put(1f); 
       colors.put(0f); 
       colors.put(0f); 
       colors.put(1f); 

       colors.put(1f); 
       colors.put(0f); 
       colors.put(0f); 
       colors.put(1f); 

       colors.put(1f); 
       colors.put(0f); 
       colors.put(0f); 
       colors.put(1f); 

       colors.put(1f); 
       colors.put(0f); 
       colors.put(0f); 
       colors.put(1f); 

       colors.put(1f); 
       colors.put(0f); 
       colors.put(0f); 
       colors.put(1f); 

       colors.put(1f); 
       colors.put(0f); 
       colors.put(0f); 
       colors.put(1f); 


       indices.put(0 + x * y * z); 
       indices.put(1 + x * y * z); 
       indices.put(2 + x * y * z); 
       indices.put(3 + x * y * z); 


       indices.put(4 + x * y * z); 
       indices.put(5 + x * y * z); 
       indices.put(2 + x * y * z); 
       indices.put(3 + x * y * z); 


       indices.put(1 + x * y * z); 
       indices.put(3 + x * y * z); 
       indices.put(7 + x * y * z); 
       indices.put(5 + x * y * z); 


       indices.put(0 + x * y * z); 
       indices.put(3 + x * y * z); 
       indices.put(4 + x * y * z); 
       indices.put(7 + x * y * z); 


       indices.put(0 + x * y * z); 
       indices.put(1 + x * y * z); 
       indices.put(6 + x * y * z); 
       indices.put(7 + x * y * z); 


       indices.put(4 + x * y * z); 
       indices.put(5 + x * y * z); 
       indices.put(6 + x * y * z); 
       indices.put(7 + x * y * z); 

      } 
     } 
    } 


    glGenVertexArrays(vaoID); // Create an id for the VAO 
    glBindVertexArray(vaoID.get(0)); // Bind the VAO so it remembers all the Attributes (none right now) 

    glGenBuffers(vboID); // Create an id for the VBO 
    glBindBuffer(GL_ARRAY_BUFFER, vboID.get(0)); // Bind the VBO so we can put data into it 

    glBufferData(GL_ARRAY_BUFFER, 16 * 256 * 16 * 8 * 7 * Float.SIZE, GL_STATIC_DRAW); // We make an empty buffer with a specific size in bytes 
                     // 8 * 7 * sizeof(float) 
                     // 8 = number of vertices, 7 = xyzrgba 

    glBufferSubData(GL_ARRAY_BUFFER, 0, vertices); // Put the vertices at the beginning of the buffer 
    glBufferSubData(GL_ARRAY_BUFFER, 16 * 256 * 16 * 8 * 3 * Float.SIZE, colors); // Put the colors after the vertices 

    glGenBuffers(indexID); // Create an id for the Index Buffer 
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexID.get(0)); // Bind the Index Buffer so we can put data into it 
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices, GL_STATIC_DRAW); // Store the indices inside the currently bound Index Buffer 

} 

public void drawChunk() { 

    glEnableClientState(GL_VERTEX_ARRAY); // Enable the Vertex Array 
    glEnableClientState(GL_COLOR_ARRAY); // Enable the Color Array 

    glVertexPointer(3, GL_FLOAT, 0, 0); 
    glColorPointer(4, GL_FLOAT, 0, 16 * 256 * 16 * 8 * 3 * Float.SIZE); // Position of the colors in the currently bound buffer 

    glDrawElements(GL_QUADS, 24 * 16 * 256 * 16, GL_UNSIGNED_INT, 0); // Draws the elements from the Index Buffer 

} 


} 

回答

2

我不知道,我可以提供一个直接的解决方案,因为这个问题是不是很具体,但我可以提供,可以帮助您解决问题的一些普遍性的建议:

  1. 你的块类应该只有一个vaoID(整个块应该用一次绘制调用渲染)。它可以有多个与该vaoID关联的vboID。关键是,不需要使用IntBuffers来存储它们,并且如果明确指定每个vboID的话,它通常会使事情更加有组织。
  2. 使用BufferUtils创建FloatBuffer对象并将数据加载到这些对象中后,必须在所有对象上调用.flip(),以便OpenGL知道它们已准备好使用。 (这很可能只是主问题)

  3. 作为您的程序其余部分的一般礼貌,您应该禁用在绘制方法中启用的任何属性,并解除绑定的任何VAOS。 (我相信当绑定一个VAO绑定缓冲区对象时,该缓冲区仅在VAO绑定时绑定,我找不到要备份的文档,为了安全起见,我还要解除绑定缓冲区对象你与他们完成后)

  4. 下面是我认为应该给你的组块类的工作实现:

    class Chunk { 
    
    private int vaoID; 
    private int vboID; 
    private int indexID; 
    
    
    public void createChunkVBO() { 
    
        FloatBuffer vertices = BufferUtils.createFloatBuffer(16 * 256 * 16 * 3 * 8); 
        FloatBuffer colors = BufferUtils.createFloatBuffer(16 * 256 * 16 * 4 * 8); 
        FloatBuffer indices = BufferUtils.createFloatBuffer(16 * 256 * 16 * 24); 
    
        // I am assuming that all of this is generated properly 
        for (int x = 0; x < 16; x++) { 
         for (int y = 0; y < 256; y++) { 
          for (int z = 0; z < 16; z++) { 
           System.out.println(x + ", " + y + ", " + z); 
           vertices.put(x + World.BLOCK_SIZE); 
           vertices.put(y); 
           vertices.put(z + World.BLOCK_SIZE); 
    
           vertices.put(x); 
           vertices.put(y); 
           vertices.put(z + World.BLOCK_SIZE); 
    
           vertices.put(x); 
           vertices.put(y); 
           vertices.put(z); 
    
           vertices.put(x + World.BLOCK_SIZE); 
           vertices.put(y); 
           vertices.put(z); 
    
           vertices.put(x + World.BLOCK_SIZE); 
           vertices.put(y + World.BLOCK_SIZE); 
           vertices.put(z + World.BLOCK_SIZE); 
    
           vertices.put(x); 
           vertices.put(y + World.BLOCK_SIZE); 
           vertices.put(z + World.BLOCK_SIZE); 
    
           vertices.put(x); 
           vertices.put(y + World.BLOCK_SIZE); 
           vertices.put(z); 
    
           vertices.put(x + World.BLOCK_SIZE); 
           vertices.put(y + World.BLOCK_SIZE); 
           vertices.put(z); 
    
    
           colors.put(1f); 
           colors.put(0f); 
           colors.put(0f); 
           colors.put(1f); 
    
           colors.put(1f); 
           colors.put(0f); 
           colors.put(0f); 
           colors.put(1f); 
    
           colors.put(1f); 
           colors.put(0f); 
           colors.put(0f); 
           colors.put(1f); 
    
           colors.put(1f); 
           colors.put(0f); 
           colors.put(0f); 
           colors.put(1f); 
    
           colors.put(1f); 
           colors.put(0f); 
           colors.put(0f); 
           colors.put(1f); 
    
           colors.put(1f); 
           colors.put(0f); 
           colors.put(0f); 
           colors.put(1f); 
    
           colors.put(1f); 
           colors.put(0f); 
           colors.put(0f); 
           colors.put(1f); 
    
           colors.put(1f); 
           colors.put(0f); 
           colors.put(0f); 
           colors.put(1f); 
    
    
           indices.put(0 + x * y * z); 
           indices.put(1 + x * y * z); 
           indices.put(2 + x * y * z); 
           indices.put(3 + x * y * z); 
    
    
           indices.put(4 + x * y * z); 
           indices.put(5 + x * y * z); 
           indices.put(2 + x * y * z); 
           indices.put(3 + x * y * z); 
    
    
           indices.put(1 + x * y * z); 
           indices.put(3 + x * y * z); 
           indices.put(7 + x * y * z); 
           indices.put(5 + x * y * z); 
    
    
           indices.put(0 + x * y * z); 
           indices.put(3 + x * y * z); 
           indices.put(4 + x * y * z); 
           indices.put(7 + x * y * z); 
    
    
           indices.put(0 + x * y * z); 
           indices.put(1 + x * y * z); 
           indices.put(6 + x * y * z); 
           indices.put(7 + x * y * z); 
    
    
           indices.put(4 + x * y * z); 
           indices.put(5 + x * y * z); 
           indices.put(6 + x * y * z); 
           indices.put(7 + x * y * z); 
    
          } 
         } 
        } 
    
        vertices.flip(); 
        colors.flip(); 
        indices.flip(); 
    
    
        glGenVertexArrays(vaoID); // Create an id for the VAO 
        glBindVertexArray(vaoID); // Bind the VAO so it remembers all the Attributes (none right now) 
    
        glGenBuffers(vboID); // Create an id for the VBO 
        glBindBuffer(GL_ARRAY_BUFFER, vboID); // Bind the VBO so we can put data into it 
    
        glBufferData(GL_ARRAY_BUFFER, 16 * 256 * 16 * 8 * 7 * Float.SIZE, GL_STATIC_DRAW); // We make an empty buffer with a specific size in bytes 
                        // 8 * 7 * sizeof(float) 
                        // 8 = number of vertices, 7 = xyzrgba 
        // I have not used subdata like this before so I will assume this is correct. 
        glBufferSubData(GL_ARRAY_BUFFER, 0, vertices); // Put the vertices at the beginning of the buffer 
        glBufferSubData(GL_ARRAY_BUFFER, 16 * 256 * 16 * 8 * 3 * Float.SIZE, colors); // Put the colors after the vertices 
    
    
        glGenBuffers(indexID); // Create an id for the Index Buffer 
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexID); // Bind the Index Buffer so we can put data into it 
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices, GL_STATIC_DRAW); // Store the indices inside the currently bound Index Buffer 
    
    } 
    
    public void drawChunk() { 
    
        glEnableClientState(GL_VERTEX_ARRAY); // Enable the Vertex Array 
        glEnableClientState(GL_COLOR_ARRAY); // Enable the Color Array 
    
        glVertexPointer(3, GL_FLOAT, 0, 0); 
        glColorPointer(4, GL_FLOAT, 0, 16 * 256 * 16 * 8 * 3 * Float.SIZE); // Position of the colors in the currently bound buffer 
    
        glDrawElements(GL_QUADS, 8 * 16 * 256 * 24, GL_UNSIGNED_INT, 0); // Draws the elements from the Index Buffer 
    } 
    } 
    

请随时免费的,如果您有任何疑问,请联系我关于我所说的任何事情。

声明:我不是OpenGL或LWJGL的专家。请带上我的答案,因为这些答案几乎完全来自我的教育/个人经验。

+1

谢谢你的精彩答案!我确实已经忘记翻转FloatBuffers。翻转他们部分地解决了这个问题。当我使用glDrawArrays时,我可以正确渲染四边形。但是,每个立方体只有2个四边形,因为我想使用索引。由于某种原因,glDrawElements似乎不起作用。我的猜测是,我搞砸了为每个立方体添加索引。感谢您提供所有重要提示!你有没有可能看看我如何存储索引,因为你对OpenGL的总体经验比我更有经验。我真的很感激! –

+0

我已阅读您的评论,并会很快进行测试。我在家里的桌面上需要安装Eclipse和JDK,我甚至可以进行简单的测试,大声笑......当我看完它时,我会回复你并编辑我的答案。 –

+0

我必须道歉,我没有时间在工作和学校之间及时回答这个问题。我已经更正了index初始化的行和glDrawElements行的索引缓冲区大小。这可以解决你的问题。如果不是的话,我会建议先从一个小例子开始,然后继续工作到一个块。例如,以一个立方体开始,然后是一排立方体,然后是一个立方体网格,然后是一大块立方体。 –