【发布时间】:2014-12-28 22:38:18
【问题描述】:
我已经实现了一个 OpenGL spritebatch,但是当对多个精灵使用相同的纹理时,它只会绘制第一个精灵。例如:如果我用它来渲染字符串“Hello”的字形,它只会渲染“H”。
我的着色器非常简单:
片段:
#version 150 core
uniform sampler2D tex;
in vec2 Texcoord;
out vec4 outColor;
void main()
{
outColor = texture(tex, Texcoord);
}
顶点:
#version 150 core
in vec3 position;
in vec2 texCoords;
out vec2 Texcoord;
void main()
{
Texcoord = texCoords;
gl_Position = vec4(position, 1.0f);
}
他们编译、链接和验证没有任何错误。
我的精灵批处理代码也很简单。下面是我初始化 Sprite Batch 的方法:
glGenVertexArrays(1, &mVao);
glBindVertexArray(mVao);
// INDEX BUFFER
glGenBuffers(1, &mEbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mEbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
// VERTEX BUFFER
glGenBuffers(1, &mVbo);
glBindBuffer(GL_ARRAY_BUFFER, mVbo);
glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
// POS ATTRIB
GLint posAttrib;
posAttrib = glGetAttribLocation(mShader.getProgram(), "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 0);
// TEX ATTRIB
GLint texAttrib;
texAttrib = glGetAttribLocation(mShader.getProgram(), "texCoords");
glEnableVertexAttribArray(texAttrib);
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
最后,我是这样画的:
glBindVertexArray(mVao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mEbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, mVbo);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STREAM_DRAW);
glDrawElements(GL_TRIANGLES, (GLsizei)indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
据我所知,OpenGL 不会抛出任何错误,vertices 和 indices 包含正确的数据。
对于代码量,我很抱歉,但因为我没有收到任何错误,所以我不知道哪里出错了。当我调试代码时,我没有看到任何不合适或错误的值。
编辑
我用来设置顶点和索引向量的代码是这样的:
for(int i = 0; i < currentSprites.size(); ++i)
{
Sprite* current = currentSprites.at(i);
// 4 * (2 (pos) + 2 (tex))
float verticesArray[16] =
{
// TOP LEFT
current->x,
current->y,
(float)current->textureRect.x / (float)current->texture.w,
(float)current->textureRect.y / (float)current->texture.h,
// TOP RIGHT
current->x + current->w,
current->y,
(float)(current->textureRect.x + current->textureRect.w) / (float)current->texture.w,
(float)current->textureRect.y / (float)current->texture.h,
// BOTTOM RIGHT
current->x + current->w,
current->y + current->h,
(float)(current->textureRect.x + current->textureRect.w) / (float)current->texture.w,
(float)(current->textureRect.y + current->textureRect.h) / (float)current->texture.h,
// BOTTOM LEFT
current->x,
current->y + current->h,
(float)current->textureRect.x / (float)current->texture.w,
(float)(current->textureRect.y + current->textureRect.h) / (float)current->texture.h
};
for(int v = 0; v < 16; v += 4)
{
float zPos = -(float)current->layer / 100.0f;
// Projection matrix
glm::vec4 result = mCamera.getProjectionMatrix() * glm::vec4(verticesArray[v], verticesArray[v+1], zPos, 1.0f); // This is just an orthographic projection matrix
verticesArray[v] = result.x;
verticesArray[v+1] = result.y;
zPos = result.z;
vertices.push_back(Vertex(glm::vec3(verticesArray[v], verticesArray[v + 1], zPos),
glm::vec2(verticesArray[v + 2], verticesArray[v + 3])));
}
static GLuint _indices[6] =
{
0, 1, 3, 3, 1, 2
};
for(int index = 0; index < 6; ++index)
{
indices.push_back(_indices[index]);
}
}
【问题讨论】:
-
到目前为止发布的代码看起来不错。我认为我们至少需要查看设置
indices和vertices数组的代码。 -
@derhass 我已经添加了该代码。我希望不要太多。第一部分只是设置顶点和纹理坐标,然后将顶点转换为OpenGL剪辑空间坐标系。