![](/img/trans.png)
[英]Creating Mesh class and implementing does not generate model OpenGL?
[英]Creating a Model class in OpenGl
大家好我正在尝试在opengl中创建一个模型类,并在游戏中创建该模型类的实例。 我能够只渲染一个对象而第二个对象不渲染。
当所有这些都在同一堂课时,我遇到了同样的问题。 我为对象创建了单独的VBO和VAO,并解决了问题。
现在,我试图从中创建一个类,现在我面临着同样的问题。 由于这是一个类,因此不会单独创建VAO和VBO吗?
我的模型课和游戏课如下。
#include "FlatModel.h"
#include "Camera.h"
GLfloat vertices[] = {
//position
-0.5f, -0.5f, 0.0f,
-0.5f, 0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
GLuint indices[] = {
// front
0, 1, 2,
0, 2, 3
};
FlatModel::FlatModel(Camera* _camera, glm::vec3 color) {
camera = _camera;
objectColor = color;
ShaderLoader *shaderLoader = 0;
program = shaderLoader->CreateProgram("shaders/FlatModel.vs","shaders/FlatModel.fs");
glEnable(GL_DEPTH_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
FlatModel::~FlatModel() {
}
void FlatModel::update(GLfloat time) {
GLint currentTimeLocation = glGetUniformLocation(program, "currentTime");
glUniform1f(currentTimeLocation, time);
GLint objectColorLoc = glGetUniformLocation(program, "objectColor");
glUniform3f(objectColorLoc, objectColor.x, objectColor.y, objectColor.z);
glm::mat4 mvp = camera->getprojectionMatrix() * camera->getViewMatrix() * model;
GLint mvpLoc = glGetUniformLocation(program, "mvp");
glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, glm::value_ptr(mvp));
}
void FlatModel::render() {
glUseProgram(this->program);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
这是游戏课
#include "Game.h"
void Game::GameInit(){
camera = new Camera(45.0f, WIDTH, HEIGHT, 0.1f, 100.0f);
camera->setCameraSpeed(0.05f);
ground = new FlatModel(camera, glm::vec3(1.0f, 1.0f, 0.5f));
ground->setScale(glm::vec3(3.0f, 0.5f, 1.0f));
ground->setPosition(glm::vec3(0.0f, -0.5f, 0.0f));
box = new FlatModel(camera, glm::vec3(1.0f, 0.0f, 0.0f));
box->setScale(glm::vec3(1.0f, 0.5f, 1.0f));
box->setPosition(glm::vec3(0.0f, 0.5f, 0.0f));
}
void Game::GameUpdate(){
camera->update();
GLfloat currentTime = glutGet(GLUT_ELAPSED_TIME);
currentTime = currentTime / 1000;
ground->update(currentTime);
box->update(currentTime);
}
void Game::GameDraw(){
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ground->render();
box->render();
}
这是输出。 仅显示框,不显示地面。
您必须在Draw调用而不是Update中将制服传递给着色器。 因为您在Draw中激活了着色器。
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.