[英]FloatBuffer draws textured quad, but ShortBuffer doesn't
I am trying to draw a textured quad.我正在尝试绘制一个带纹理的四边形。 Since it is a quad I want to use glDrawElements
and a VEO, but that requires a ShortBuffer
instead of a FloatBuffer
.因为它是一个四边形,我想使用glDrawElements
和一个 VEO,但这需要一个ShortBuffer
而不是一个FloatBuffer
。 I tried changing my code, but now nothing draws.我尝试更改我的代码,但现在没有任何内容。 Old code: Uploading and drawing:旧代码:上传和绘图:
public void flush() {
if (numVertices > 0) {
vertices.flip();
if (vao != null) {
vao.bind();
} else {
vbo.bind(GL_ARRAY_BUFFER);
specifyVertexAttributes();
}
program.use();
/* Upload the new vertex data */
vbo.bind(GL_ARRAY_BUFFER);
vbo.uploadSubData(GL_ARRAY_BUFFER, 0, vertices);
/* Draw batch */
glDrawArrays(GL_TRIANGLES, 0, numVertices);
/* Clear vertex data for next batch */
vertices.clear();
numVertices = 0;
}
}
Adding texture to buffer:将纹理添加到缓冲区:
if (vertices.remaining() < 7 * 6) {
/* We need more space in the buffer, so flush it */
flush();
}
float r = c.getRed();
float g = c.getGreen();
float b = c.getBlue();
float a = c.getAlpha();
vertices.put(x1).put(y1).put(r).put(g).put(b).put(a).put(s1).put(t1);
vertices.put(x1).put(y2).put(r).put(g).put(b).put(a).put(s1).put(t2);
vertices.put(x2).put(y2).put(r).put(g).put(b).put(a).put(s2).put(t2);
vertices.put(x1).put(y1).put(r).put(g).put(b).put(a).put(s1).put(t1);
vertices.put(x2).put(y2).put(r).put(g).put(b).put(a).put(s2).put(t2);
vertices.put(x2).put(y1).put(r).put(g).put(b).put(a).put(s2).put(t1);
numVertices += 6;
Updated code: Uploading and Drawing:更新代码:上传和绘图:
public void flush() {
if (numVertices > 0) {
vertices.flip();
if (vao != null) {
vao.bind();
} else {
vbo.bind(GL_ARRAY_BUFFER);
specifyVertexAttributes();
}
program.use();
/* Upload the new vertex data */
vbo.bind(GL_ARRAY_BUFFER);
vbo.uploadSubData(GL_ARRAY_BUFFER, 0, vertices);
/* Draw batch */
glDrawArrays(GL_TRIANGLES, 0, numVertices);
/* Clear vertex data for next batch */
vertices.clear();
numVertices = 0;
}
}
Adding texture to buffer:将纹理添加到缓冲区:
if (vertices.remaining() < 7 * 6) {
/* We need more space in the buffer, so flush it */
flush();
}
short r = (short) c.getRed();
short g = (short) c.getGreen();
short b = (short) c.getBlue();
short a = (short) c.getAlpha();
short sx1 = (short) Math.round(x1), sx2 = (short) Math.round(x2), sy1 = (short) Math.round(y1), sy2 = (short) Math.round(y2), ss1 = (short) Math.round(s1), ss2 = (short) Math.round(s2), st1 = (short) Math.round(t1), st2 = (short) Math.round(t2);
vertices.put(sx1).put(sy1).put(r).put(g).put(b).put(a).put(ss1).put(st1);
vertices.put(sx1).put(sy2).put(r).put(g).put(b).put(a).put(ss1).put(st2);
vertices.put(sx2).put(sy2).put(r).put(g).put(b).put(a).put(ss2).put(st2);
vertices.put(sx1).put(sy1).put(r).put(g).put(b).put(a).put(ss1).put(st1);
vertices.put(sx2).put(sy2).put(r).put(g).put(b).put(a).put(ss2).put(st2);
vertices.put(sx2).put(sy1).put(r).put(g).put(b).put(a).put(ss2).put(st1);
numVertices += 6;
There were no other changes to the code, except replacing FloatBuffer
with ShortBuffer
in my uploadSubData
method.除了在我的uploadSubData
方法中用ShortBuffer
替换FloatBuffer
之外,没有对代码进行其他更改。 The VBO class is just a wrapper for the OpenGL methods, so uploadSubData
is glUploadSubData
, etc... What am I missing? VBO 类只是 OpenGL 方法的包装器,所以uploadSubData
是glUploadSubData
等......我错过了什么? Why doesn't glDrawArrays
draw the ShortBuffer
?为什么glDrawArrays
不绘制ShortBuffer
? If I left out anything, please tell me, I didn't have much time to write this.如果我遗漏了什么,请告诉我,我没有太多时间写这篇文章。
You are confusing indices and vertex coordinates.您混淆了索引和顶点坐标。 The coordinates are tuples of type GL_FLOAT
in an GL_ARRAY_BUFFER
.坐标是GL_FLOAT
中GL_ARRAY_BUFFER
类型的元组。 But the indices are a list of integral indices (eg type GL_SHORT
) in a GL_ELEMENT_ARRAY_BUFFER
which refer to the vertex coordinates.但指数整体指标(如类型的列表GL_SHORT
的) GL_ELEMENT_ARRAY_BUFFER
其中提到顶点坐标。
A quad can be be drawn by 2 triangles.四边形可以由2个三角形绘制。 You can define 6 vertex coordinates and attributes and use glDrawArrays
.您可以定义 6 个顶点坐标和属性并使用glDrawArrays
。
In the following vertices
is of type FloatBuffer
:在以下vertices
是FloatBuffer
类型:
vertices.put(x1).put(y1).put(r).put(g).put(b).put(a).put(s1).put(t1);
vertices.put(x1).put(y2).put(r).put(g).put(b).put(a).put(s1).put(t2);
vertices.put(x2).put(y2).put(r).put(g).put(b).put(a).put(s2).put(t2);
vertices.put(x1).put(y1).put(r).put(g).put(b).put(a).put(s1).put(t1);
vertices.put(x2).put(y2).put(r).put(g).put(b).put(a).put(s2).put(t2);
vertices.put(x2).put(y1).put(r).put(g).put(b).put(a).put(s2).put(t1);
numVertices += 6;
vbo.bind(GL_ARRAY_BUFFER);
vbo.uploadSubData(GL_ARRAY_BUFFER, 0, vertices);
glDrawArrays(GL_TRIANGLES, 0, numVertices);
Or you can define 4 vertex coordinates respectively attributes and 6 indices and use glDrawElements
.或者您可以分别定义 4 个顶点坐标属性和 6 个索引并使用glDrawElements
。
In the following vertices
still is of type FloatBuffer
, but indices
is of type ShortBuffer
:在以下vertices
仍然是FloatBuffer
类型,但indices
是ShortBuffer
类型:
vertices.put(x1).put(y1).put(r).put(g).put(b).put(a).put(s1).put(t1);
vertices.put(x1).put(y2).put(r).put(g).put(b).put(a).put(s1).put(t2);
vertices.put(x2).put(y2).put(r).put(g).put(b).put(a).put(s2).put(t2);
vertices.put(x2).put(y1).put(r).put(g).put(b).put(a).put(s2).put(t1);
numVertices += 4;
indices.put(0).put(1).put(2);
indices.put(0).put(2).put(3);
numIndices += 4;
vbo.bind(GL_ARRAY_BUFFER);
vbo.uploadSubData(GL_ARRAY_BUFFER, 0, vertices);
ibo.bind(GL_ELEMENT_ARRAY_BUFFER);
ibo.uploadSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indices);
glDrawElements(GL_TRIANGLES, GL_SHORT, numIndices, null);
So the key is that you'll need 2 uploadSubData
methods.所以关键是你需要 2 个uploadSubData
方法。 The former hast to deal with FloatBuffer
and the later has to deal with ShortBuffer
.前者必须处理FloatBuffer
,后者必须处理ShortBuffer
。
Note, in common the vertex attributes are floating point values.请注意,通常顶点属性是浮点值。 Colors are often floating point values in the range [0, 1].颜色通常是 [0, 1] 范围内的浮点值。 Texture coordinates are in range [0, 1].纹理坐标在 [0, 1] 范围内。 Of course it is possible to encode this to an integral data type, but at least for the vertex coordinates this would cause a loss of accuracy.当然,可以将其编码为整数数据类型,但至少对于顶点坐标而言,这会导致精度损失。
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