我正在使用OpenGL渲染一些立方体,我已经成功地渲染了大约10个立方体,但是我现在想把代码抽象成类。我从顶点数组对象开始。
我已经阅读了代码,并按照它的着色器,确保顶点数据得到它需要的地方。
#include "cube_vertex_array.h"
cube_vertex_array::cube_vertex_array(float* vertex_buffer, const std::string& texture_file)
{
GLCall(glGenVertexArrays(1, &va_ID));
GLCall(glBindVertexArray(va_ID));
GLCall(glGenBuffers(1, &vb_ID));
GLCall(glBindBuffer(GL_ARRAY_BUFFER, vb_ID));
GLCall(glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), vertex_buffer, GL_STATIC_DRAW));
GLCall(glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(0 * sizeof(float))));
GLCall(glEnableVertexAttribArray(0));
GLCall(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))));
GLCall(glEnableVertexAttribArray(1));
GLCall(glGenTextures(1, &texture));
GLCall(glBindTexture(GL_TEXTURE_2D, texture));
GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT));
GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT));
GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GLCall(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
int width, height, nrChanells;
stbi_set_flip_vertically_on_load(true);
unsigned char* data = stbi_load(texture_file.c_str(), &width, &height, &nrChanells, 0);
if (data)
{
GLCall(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data));
GLCall(glGenerateMipmap(GL_TEXTURE_2D));
}
else { std::cout << "failed to load texture" << std::endl; }
stbi_image_free(data);
GLCall(glBindVertexArray(0));
}
void cube_vertex_array::bind()
{
GLCall(glBindVertexArray(va_ID));
}
main()
{
cube_vertex_array cube_1(vertices, "resources/test.png");
cube_1.bind();
while (!glfwWindowShouldClose(window))
{
cube_1.bind();
GLCall(glDrawArrays(GL_TRIANGLES, 0, 36));
}
GLCall(glDeleteVertexArrays(1, &cube_1.va_ID));
GLCall(glDeleteBuffers(1, &cube_1.vb_ID));
}
我希望看到多个立方体渲染,但这不会发生。如果我将顶点数组直接实现到主文件中,代码会渲染立方体,但是当抽象到类中时,它不会渲染任何内容。这里可能有什么问题?