複数のメッシュを持つ .obj モデルがあります。メッシュごとに vao を作成したい。そして、すべてをレンダリングします。
このために、モデル内のメッシュの数に応じてサイズを変更する vao ポインターを作成したいと考えています。
assimpを使ってモデルを充電します。
コンパイルに問題はありませんが、これを実行するとプログラムがクラッシュします。
glBindVertexArray(modele_multvao[z]);
glDrawArrays(GL_TRIANGLES, 0, modele_multcount[z]);
私のプログラムで何が間違っているのか?(私はopenGLの初心者です)
私のコード:
GLuint *modele_vao;
int *point_count;
int number_of_mesh;
bool load_mesh(const char* file_name, GLuint* vao, int* point_count,int* num_mesh) {
/* load file with assimp and print some stats */
const aiScene* scene = aiImportFile(file_name, aiProcess_Triangulate);
if (!scene) {
std::wcout <<"ERROR: reading mesh: "<< file_name << std::endl;
std::wcout << aiGetErrorString() << std::endl;
return false;
}
std::wcout << "mesh import succeeded" << std::endl;
std::wcout << scene->mNumAnimations << " animations" << std::endl;
std::wcout << scene->mNumCameras << " cameras" << std::endl;
std::wcout << scene->mNumLights << " lights" << std::endl;
std::wcout << scene->mNumMaterials << " materials" << std::endl;
std::wcout << scene->mNumMeshes << " meshes" << std::endl;
std::wcout << scene->mNumTextures << " textures" << std::endl;
num_mesh=scene->mNumMeshes;
vao = new GLuint[scene->mNumMeshes];
point_count=new int[scene->mNumMeshes];
int i=0;
for(i=1;i<=(scene->mNumMeshes);i++)
{
/* get mesh n°i in file */
const aiMesh* mesh = scene->mMeshes[i-1];
std::wcout << "vertices in mesh :" << mesh->mNumVertices<< std::endl;
/* pass back number of vertex points in mesh */
*point_count = mesh->mNumVertices;
/* generate a VAO, using the pass-by-reference parameter that we give to the
function */
glGenVertexArrays(scene->mNumMeshes, vao);
glBindVertexArray(vao[i-1]);
/* we really need to copy out all the data from AssImp's funny little data
structures into pure contiguous arrays before we copy it into data buffers
because assimp's texture coordinates are not really contiguous in memory.
i allocate some dynamic memory to do this. */
GLfloat* points = NULL; // array of vertex points
GLfloat* normals = NULL; // array of vertex normals
GLfloat* texcoords = NULL; // array of texture coordinates
if (mesh->HasPositions()) {
points = (GLfloat*)malloc(*point_count * 3 * sizeof (GLfloat));
for (int i = 0; i < *point_count; i++) {
const aiVector3D* vp = &(mesh->mVertices[i]);
points[i * 3] = (GLfloat)vp->x;
points[i * 3 + 1] = (GLfloat)vp->y;
points[i * 3 + 2] = (GLfloat)vp->z;
}
}
if (mesh->HasNormals()) {
normals = (GLfloat*)malloc(*point_count * 3 * sizeof (GLfloat));
for (int i = 0; i < *point_count; i++) {
const aiVector3D* vn = &(mesh->mNormals[i]);
normals[i * 3] = (GLfloat)vn->x;
normals[i * 3 + 1] = (GLfloat)vn->y;
normals[i * 3 + 2] = (GLfloat)vn->z;
}
}
if (mesh->HasTextureCoords(0)) {
texcoords = (GLfloat*)malloc(*point_count * 2 * sizeof (GLfloat));
for (int i = 0; i < *point_count; i++) {
const aiVector3D* vt = &(mesh->mTextureCoords[0][i]);
texcoords[i * 2] = (GLfloat)vt->x;
texcoords[i * 2 + 1] = (GLfloat)vt->y;
}
}
/* copy mesh data into VBOs */
if (mesh->HasPositions()) {
GLuint vbo_pos;
glGenBuffers(1, &vbo_pos);
glBindBuffer(GL_ARRAY_BUFFER, vbo_pos);
glBufferData(
GL_ARRAY_BUFFER,
3 * *point_count * sizeof (GLfloat),
points,
GL_DYNAMIC_DRAW
);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
free(points); // free our temporary memory
}
if (mesh->HasNormals()) {
GLuint vbo_norm;
glGenBuffers(1, &vbo_norm);
glBindBuffer(GL_ARRAY_BUFFER, vbo_norm);
glBufferData(
GL_ARRAY_BUFFER,
3 * *point_count * sizeof (GLfloat),
normals,
GL_DYNAMIC_DRAW
);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(2);
free(normals); // free our temporary memory
}
if (mesh->HasTextureCoords(0)) {
GLuint vbo_tex;
glGenBuffers(1, &vbo_tex);
glBindBuffer(GL_ARRAY_BUFFER, vbo_tex);
glBufferData(
GL_ARRAY_BUFFER,
2 * *point_count * sizeof (GLfloat),
texcoords,
GL_DYNAMIC_DRAW
);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(1);
free(texcoords); // free our temporary memory
}
if (mesh->HasTangentsAndBitangents()) {
// NB: could store/print tangents here
}
}
/* free assimp's copy of memory */
aiReleaseImport(scene);
std::wcout << "mesh loaded" << std::endl;
return true;
}
int main()
{
load_mesh("somewhere", modele_vao, point_count, &num_of_mesh)
[...]
while(1){
[...]
for(z=0;z<num_of_mesh;z++){
glBindVertexArray(modele_vao[z]);
glDrawArrays(GL_TRIANGLES, 0, modele_count[z]);
}
}
}