opengl 2d游戏只绘制第二个雪碧纹理而不是第一个
问题描述:
我目前正在创建一个利用OpenGL的2D战斗游戏,而且我遇到了一个问题,那里的OpenGL只在我最后初始化的精灵位置绘制,不管有多少个精灵初始化并尝试绘制。即使我初始化sprite1和sprite2,但只绘制sprite1,sprite2仍然会绘制。它从我的精灵类,我初始化在屏幕上我想我的形象,以及使用什么样的形象:opengl 2d游戏只绘制第二个雪碧纹理而不是第一个
Sprite.cpp
Init(int screenCoordinateX, int screenCoordinateY, uint imageWidth, unsigned int imageHeight, std::string imageFilePath)
{
//casting to float since GLSL shader variables vec2,3,4 require vertex data to be in floats
this->x = static_cast<float>(x);
this->y = static_cast<float>(y);
this->width = static_cast<float>(width);
this->height = static_cast<float>(height);
glGenBuffers(1, &vboID);
Blz::Graphics::GLTexture texture(imageFilePath);
this->texture = texture;
float halfWidth = this->width/2;
//Setting sprite origin at bottom middle of image by subtracting half width
this->vertexData.at(0).SetPosition(glm::vec3{ this->x + (this->width - halfWidth), this->y + this->height, 0.0f });//Top right corner
this->vertexData.at(1).SetPosition(glm::vec3{ this->x - halfWidth, this->y + height, 0.0f });//Top left corner
this->vertexData.at(2).SetPosition(glm::vec3{ this->x - halfWidth, this->y, 0.0f });//Bottom left corner
this->vertexData.at(3).SetPosition(glm::vec3{ this->x - halfWidth, this->y, 0.0f });//Bottom left corner
this->vertexData.at(4).SetPosition(glm::vec3{ this->x + (this->width - halfWidth), this->y, 0.0f });//Bottom right corner
this->vertexData.at(5).SetPosition(glm::vec3{ this->x + (this->width - halfWidth), this->y + this->height, 0.0f });//Top right corner
this->vertexData.at(0).SetUV(glm::vec2{ 1.0f, 1.0f });
this->vertexData.at(1).SetUV(glm::vec2{ 0.0f, 1.0f });
this->vertexData.at(2).SetUV(glm::vec2{ 0.0f, 0.0f });
this->vertexData.at(3).SetUV(glm::vec2{ 0.0f, 0.0f });
this->vertexData.at(4).SetUV(glm::vec2{ 1.0f, 0.0f });
this->vertexData.at(5).SetUV(glm::vec2{ 1.0f, 1.0f });
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glBufferData(GL_ARRAY_BUFFER, (sizeof(Vector3D) * this->vertexData.size()), &this->vertexData.front(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3D), (void*)offsetof(Vector3D, position));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vector3D), (void*)offsetof(Vector3D, textureCoordinates));
//Unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
然后我尝试和渲染传递精灵向渲染一样所以:
Renderer.cpp
void Renderer::Draw(Sprite& sprite)
{
glm::mat4 orthoProjection = glm::ortho(0.0f, static_cast<sfloat>(1024), 0.0f, static_cast<sfloat>(768));
GLuint transformationMatrixUniformLocation = this->shaderProgram.GetUniformLocation("transformationMatrix");
glUniformMatrix4fv(transformationMatrixUniformLocation, 1, GL_FALSE, &(orthoProjection[0][0]));
glBindTexture(GL_TEXTURE_2D, sprite.texture.id);
glBindBuffer(GL_ARRAY_BUFFER, sprite.vboID);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
我这里是我的main.cpp,我开始叫一切:
int main()
{
Blz::Graphics::Renderer renderer;
Blz::Window window;
Blz::Input input;
Scene scene;
window.Initialize();
renderer.Init();
Sprite sprite1;
sprite.Init(900, 300, 200, 200, "CharImage.png");
Sprite sprite2;
sprite2.Init(100, 100, 200, 200, "CharImage.png");
while (!input.IsKeyPressed(SDLK_ESCAPE))
{
window.ClearBuffers();
renderer.Draw(sprite1);
window.SwapBuffers();
}
return 0;
}
所以,即使我要求绘制sprite1,只有sprite2在100x 100y的位置被绘制到屏幕上。即使我手动尝试并在renderer.cpp中输入vboID为1(这是sprite1的vboID),它仍会绘制sprite2的位置。我究竟做错了什么?
这里是我的着色器,如果必要的:
VertexShader.glsl
#version 430
in vec3 vertexPosition;
in vec2 textCoord;
out vec2 TextureCoord;
uniform mat4 transformationMatrix;
void main()
{
vec4 position = vec4(vertexPosition, 1.0f);
gl_Position = transformationMatrix * position;
TextureCoord = textCoord;
};
FragmentShader.glsl
#version 430
out vec4 daColor;
in vec2 TextureCoord;
uniform sampler2D basicTexture;
void main()
{
vec4 texel = texture(basicTexture, TextureCoord);
daColor = texel;
};
答
所以我想这是任何有志于学习和使用OpenGL的教训。无论何时,当你使用VBOs和vbo id绑定一个OpenGL缓冲区时,你也需要在绘制之前再次指定你的vertexattribpointers。所以我的新renderer.cpp文件看起来像这样:
void Renderer::Draw(Sprite& sprite)
{
glm::mat4 orthoProjection = glm::ortho(0.0f, static_cast<sfloat>(1024), 0.0f, static_cast<sfloat>(768));
GLuint transformationMatrixUniformLocation = this->shaderProgram.GetUniformLocation("transformationMatrix");
glUniformMatrix4fv(transformationMatrixUniformLocation, 1, GL_FALSE, &(orthoProjection[0][0]));
glBindTexture(GL_TEXTURE_2D, sprite.texture.id);
glBindBuffer(GL_ARRAY_BUFFER, sprite.vboID);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3D), (void*)offsetof(Vector3D, position));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vector3D), (void*)offsetof(Vector3D, textureCoordinates));
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
这其他的SO答案给出了一个理由,为什么:is VertexAttribPointer needed after each BindBuffer?。为了避免这种情况,您可以使用存储顶点属性信息的较新的VAO,这样您就不必每次都指定vertexattribpointer函数。
请说明您是否正在使用OpenGL或OpenGL ES并相应地编辑标签。 – Reaper
@Reaper对不起,我摘下了openGL ES。这是openGL – Jason
@ Rabbid76哦对不起。我新的我会忘记发布一些东西。它被设置在我的Renderer :: Init()函数中,这个函数被称为之前的'GLuint uniformLocation = this-> shaderProgram.GetUniformLocation(“basicTexture”);'并且用'glUniform1i(uniformLocation,0)'设置' – Jason