【问题标题】:c++ opengl cant move object with glBufferSubData [closed]c ++ opengl无法使用glBufferSubData移动对象[关闭]
【发布时间】:2021-12-13 19:11:56
【问题描述】:

我尝试仅在 y 轴上移动我的对象。我创建了一个具有 4 个顶点的数组,并将数据放入我的 vertexBuffer 并绑定它。我还创建了一个 vertexArray 和一个 indexBuffer 来绑定它们并绘制我的四边形。

现在我只更改了四边形的 y 坐标,并想用 glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(moveObject), moveObject); 覆盖我的 vertexBuffer 中的数据,但没有任何反应。只有在绑定索引缓冲区之前填充数据时,它才会起作用。之后我无法更改 VertexBuffer。

这是我的主要代码

#include <iostream>
#include "headerData/VertexBuffer.h"
#include "headerData/IndexBuffer.h"
#include "headerData/Shader.h"
#include "headerData/VertexLayout.h"
#include "headerData/VertexArray.h"
#include "headerData/Road.h"
#include "glm.hpp"
#include <gtc/matrix_transform.hpp>
#include <gtc/type_ptr.hpp>


static struct VertexShader {
    std::string defaultShader = "#version 330 core\n"
        "layout (location = 0) in vec4 aPos;\n"
        "uniform mat4 scale;"
        "void main()\n"
        "{\n"
        "gl_Position =  vec4(aPos.x, aPos.y, aPos.z, 1.0f)*scale;\n"
        "}\0";

    std::string yMoveShader = "#version 330 core\n"
        "layout (location = 0) in vec4 aPos;\n"
        "uniform mat4 scale;"
        "uniform vec4 transform;\n"
        "void main()\n"
        "{\n"
        "gl_Position =  vec4(aPos.x, aPos.y+transform.y, aPos.z, 1.0f)*scale;\n"
        "}\0";
};

static struct FragmentShader {

    std::string defaultShader = "#version 330 core\n"
        "out vec4 FragColor;\n"
        "void main()\n"
        "{\n"
        "   FragColor = vec4(0.5f, 0.5f, 0.5f, 1.0);\n"
        "}\n\0";

    std::string greenShader = "#version 330 core\n"
        "out vec4 FragColor;\n"
        "void main()\n"
        "{\n"
        "   FragColor = vec4(0.5f, 1.0f, 0.5f, 1.0);\n"
        "}\n\0";

};

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);


#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(800, 800, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------

    VertexShader vertexShader;
    FragmentShader fragmentShader;
    Shader shaderCol(vertexShader.defaultShader, fragmentShader.defaultShader);
    Shader shaderMove(vertexShader.yMoveShader, fragmentShader.greenShader);
    shaderCol.bind();
    //shaderMove.bind();
    glm::mat4 scale = glm::ortho(-100.0f, 100.0f, -100.0f, 100.0f, -1.0f, 1.0f);
    //glUniformMatrix4fv(glGetUniformLocation(shaderMove.getShaderID(), "scale"), 1, GL_FALSE, glm::value_ptr(scale));
    glUniformMatrix4fv(glGetUniformLocation(shaderCol.getShaderID(), "scale"), 1, GL_FALSE, glm::value_ptr(scale));
    glm::vec3 transform(0.0f, 0.0f, 0.0f);


    float moveObject[] = {
         20.0f,  -50.0f,  // top right
         20.0f, -90.0f,  // bottom right
        -20.0f, -90.0f,  // bottom left
        -20.0f,  -50.0f   // top left


    };

    float colObject[] = {
        2.0f, 2.0f,         //top right
        2.0f, -2.0f,        //bottom right
        -2.0f, 2.0f,        //top left
        -2.0, -2.0f         //bot left
    };

    unsigned int indices[] = {  // note that we start from 0!
        0, 1, 3,   // first triangle
        1, 2, 3    // second triangle
    };

    unsigned int VA, VB, IB;
    glGenVertexArrays(1, &VA);


    // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).

    //glBindBuffer(GL_ARRAY_BUFFER, VBO);
    //glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    //VertexBuffer vb;
    //vb.bind(moveObject, 4 * 2 * sizeof(float));

    //VertexBuffer
    glGenBuffers(1, &VB);
    glBindBuffer(GL_ARRAY_BUFFER, VB);
    glBufferData(GL_ARRAY_BUFFER, 8 * 2 * sizeof(float), nullptr, GL_DYNAMIC_DRAW);

    glBindVertexArray(VA);


    //LAyout vom Buffer
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)(0));
    glEnableVertexAttribArray(0);


    //VertexLayout layout;
    //layout.layoutPush(3);
    //VertexArray va;
    //va.addBuffer(vb, layout);
    //IndexBuffer ib;
    //ib.bind(indices, 6 * sizeof(unsigned int));

    glGenBuffers(1, &IB);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IB);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(unsigned int), indices, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, IB);


    //Parameter
    //glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)(0));
    //glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)(3 * sizeof(float)));
    //glEnableVertexAttribArray(0);
    //glEnableVertexAttribArray(1);


    // uncomment this call to draw in wireframe polygons.
    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    //Road road;

    // render loop
    // -----------
    float time = 0;
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        //shader.bind();
        //glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, (void*)(sizeof(unsigned int) * 3));
        //glDrawArrays(GL_TRIANGLES, 0, 3);
        //glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, (void*)(sizeof(unsigned int) * 3));
        //glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        //road.render();

        
        //That not work
        moveObject[1] += abs(90 * sin(glfwGetTime()));
        moveObject[3] += abs(90 * sin(glfwGetTime()));
        moveObject[5] += abs(90 * sin(glfwGetTime()));
        moveObject[7] += abs(90 * sin(glfwGetTime()));
        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(moveObject), moveObject);
        


        //transform.y = 90 * abs(sin(glfwGetTime()));
        //glUniform4f(glGetUniformLocation(shaderMove.getShaderID(), "transform"), transform.x, transform.y, 0.0f, 1.0f);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        //glDeleteBuffers(1, &IB);

        //glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
        // glBindVertexArray(0); // no need to unbind it every time 

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    //glDeleteVertexArrays(1, &test);


    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}


void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    std::cout << "callback" << std::endl;
    glViewport(0, 0, width, height);

}

【问题讨论】:

  • 您确定不想在着色器中创建一个统一变量来更改着色器中的所有坐标吗?无需为缓冲区更新而烦恼
  • 我想我有更多的方法来移动一个对象。一种方法是使用着色器,但使用着色器您无法检测到碰撞。此外,当您想使用着色器移动并检测碰撞时,您必须进行编程。因此,我寻找了另一种方式来改变我的四边形并使用我的四边形的坐标来检测碰撞。
  • 仅仅为了移动一个对象就重新发送一百万个顶点是一种很大的浪费。如果您的对象有一个边界框(或一些简化的网格),并且您知道平移/变换(并且您知道,因为您在着色器中传递了它)。然后您可以在 CPU 端的边界框上复制变换,而无需重新发送所有顶点。传输数据是一个巨大的瓶颈。 GPU 可以很好地发送一次数据并在多次绘制中重复使用它
  • 好吧,我认为这是我的数据量有多大的问题。我的意思是我知道我的盒子开始时没有偏移,并以 4*2*sizeof(float) 结束,所以我只能覆盖我的顶点数组的这一部分。最后,性能会比在我的着色器中编写复杂的转换要好。当我只使用着色器时,当我使用状态 GL_DYNAMIC_DRAW
  • 矩阵乘法的顺序很重要。如果你想应用投影矩阵 - scale 到输入顶点,它应该是 scale * position 在着色器的代码中。

标签: c++ opengl glfw


【解决方案1】:

当你执行这一行时

glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(moveObject), moveObject);

GPU 上绑定到GL_ARRAY_BUFFER 的数据已更新。但它绑定了哪些数据?往上看

glBindBuffer(GL_ARRAY_BUFFER, IB);

您似乎绑定了您的索引数组,而您的意思可能是

glBindBuffer(GL_ARRAY_BUFFER, VB);

【讨论】:

  • 好吧,我看了我的教程,你是对的。我不必绑定我的 indexBuffer,所以我删除了glBindBuffer(GL_ARRAY_BUFFER, IB);。但是当我将 ```glBufferSubData(...) 移动到我的 while 循环中时,它仍然无法正常工作。
  • 不仅要删除行,还要将GL_ARRAY_BUFFER绑定到VB,因为这是你要更改的顶点缓冲区
  • 对不起,我有点笨或误解了它。在我评论//VertexBuffer 的部分中,我将其绑定一次,然后将缓冲区设置为nullptr。当我用glBufferSubData 填充缓冲区时,我是否必须再次绑定它?
  • 是的,你说得对,它应该已经绑定到VB,但现在我想知道错误是什么......
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