我正尝试从简单的2D渲染器转换为批处理渲染器,它基本上可以工作,但似乎第二次调用时顶点被混合了。我尝试更改一切,从缓冲数据和AttribPointer到顶点计数和顶点本身,但仍然无法解决问题。当前代码给定位置(0,0)和大小(1,1)的情况下���制出一个红色正方形,但是在应该在其上绘制第二个红色正方形时,我得到了一个红色三角形,然后在第三个正方形上又得到了相同的红色正方形,在第四个正方形上则是三角形,以此类推...
着色器只获取位置0 vec2,并将gl_Position设置为该位置。
#define RENDERER_MAX_SPRITES 10000
#define RENDERER_SPRITE_SIZE (sizeof(float) * 2)
#define RENDERER_BUFFER_SIZE (RENDERER_SPRITE_SIZE * 6 * RENDERER_MAX_SPRITES)
void BatchRenderer::Initialize() {
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, RENDERER_BUFFER_SIZE, nullptr, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, RENDERER_SPRITE_SIZE, (void*)0);
glBindVertexArray(0);
}
void BatchRenderer::Add(iVec2 position, iVec2 size, Color& color, Texture& texture) {
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
float vertices[12] = {
position.x, position.y,
position.x, position.y + size.y,
position.x + size.x, position.y + size.y,
position.x + size.x, position.y + size.y,
position.x + size.x, position.y,
position.x, position.y
};
glBufferSubData(GL_ARRAY_BUFFER, VertexSum, sizeof(vertices), &vertices);
VertexSum += 12;
VertexCount += 6;
glBindVertexArray(0);
}
void BatchRenderer::Flush() {
shader.Use();
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glDrawArrays(GL_TRIANGLES, 0, VertexCount);
glBindVertexArray(0);
VertexCount = 0;
VertexSum = 0;
}
RENDERER_BUFFER_SIZE
是什么? - Yakov Galka