我開始學習OpenGL。我可以加載.obj模型並用elementBuffer繪製它。但是我一直在試圖嘗試兩種不同的模型。我想繪製的模型位於實體類中。 我能找到的大部分教程只顯示如何加載和繪製一個sinlge模型。沒有解釋(以我能找到/理解的方式)如何處理多個模型。在OpenGL中繪製多個對象
這裏是我的所有代碼:
public static void main(String[] args) throws LWJGLException, IOException
{
PixelFormat pixelFormat = new PixelFormat();
ContextAttribs contextAtrributes = new ContextAttribs(3, 2);
contextAtrributes.withForwardCompatible(true);
contextAtrributes.withProfileCore(true);
Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
Display.setTitle("Textured quad!");
Display.create(pixelFormat, contextAtrributes);
Mouse.create();
Mouse.setGrabbed(true);
Keyboard.create();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
entity = new Entity("planeTex.obj");
entity2 = new Entity("modelTex2.obj");
Shaders.load();
Textures.load();
Camera.create(new Vector3f(0, 1, -0.75f), new Vector3f(-50, 0, 20), HEIGHT, WIDTH);
while (!Display.isCloseRequested())
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
entity.draw();
entity2.draw();
Display.update();
Display.sync(60);
}
}
public class Entity
{
private int vao, vbo, ebo;
private int elementSize;
public Entity(String name)
{
vao = glGenVertexArrays();
glBindVertexArray(vao);
vbo = glGenBuffers();
*Load vertex data into buffer*
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
ebo = glGenBuffers();
*load data into elementBuffer*
*Set elementSize to the element count*
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementBuffer, GL_STATIC_DRAW);
}
public void draw()
{
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glDrawElements(GL_TRIANGLES, elementSize, GL_UNSIGNED_INT, 0);
}
}
public class Shaders
{
public static int vertexShader, fragmentShader;
public static int shaderProgram;
public static int uniTrans;
public static void load()
{
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, loadFile("vertex.shader"));
glCompileShader(vertexShader);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, loadFile("fragment.shader"));
glCompileShader(fragmentShader);
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outColor");
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
// Specify the layout of the vertex data
int posAttrib = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, false, (Float.SIZE/8) * 8, 0);
int colAttrib = glGetAttribLocation(shaderProgram, "color");
glEnableVertexAttribArray(colAttrib);
glVertexAttribPointer(colAttrib, 3, GL_FLOAT, false, (Float.SIZE/8) * 8, (Float.SIZE/8) * 3);
int texAttrib = glGetAttribLocation(shaderProgram, "texcoord");
glEnableVertexAttribArray(texAttrib);
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, false, (Float.SIZE/8) * 8, (Float.SIZE/8) * 6);
uniTrans = glGetUniformLocation(Shaders.shaderProgram, "model");
}
}
的結果是,只有創建的最後實體對象將被繪製。不管畫圖順序如何。
「vao,vbo和ebo都是全局整數」 - 你的意思是靜態變量嗎?那麼這就是問題所在。 – kerim
@kerim,它們不是靜態的。我更新了問題以準確顯示課程的外觀。 –
另一個說明 - 你不需要在'draw'的'glBindVertexArray'後面調用'glBindBuffer'。您已經在構造函數中將這些緩衝區與VAO關聯。 – kerim