我正在寻找一种很好的方法来渲染具有不同顶点布局的网格对象而不需要很大的努力(例如,为每个顶点布局定义渲染器类)。您可以在下面看到一些不同顶点格式的示例。
enum EVertexFormat
{
VERTEX_FORMAT_UNDEFINED = -1,
VERTEX_FORMAT_P1 = 0,
VERTEX_FORMAT_P1N1,
VERTEX_FORMAT_P1N1UV,
VERTEX_FORMAT_P1N1C1,
VERTEX_FORMAT_P1N1UVC1,
};
// the simplest possible vertex -- position only
struct SVertexP1
{
math::Vector3D m_position; // position of the vertex
};
struct SVertexP1N1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
};
// a typical vertex format with position, vertex normal
// and one set of texture coordinates
struct SVertexP1N1UV
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
math::Vector2D m_uv; // (u,v) texture coordinate
};
struct SVertexP1N1C1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
uint32_t m_color_u32; // color of the vertex
};
struct SVertexP1N1UVC1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
math::Vector2D m_uv; // (u,v) texture coordinate
uint32_t m_color_u32; // color of the vertex
};
背景是,我想渲染不同的对象。它们中的一些是不具有纹理坐标或法线的基元(例如,平面,球体)。另一方面,我想渲染更复杂的对象,这些对象有法线,纹理坐标等。有没有一种智能的方法或设计来避免编程多个渲染器类而是使用单个渲染器类?我知道,这也会影响着色器。
答案 0 :(得分:3)
你可以做的是为每个顶点结构提供一个静态方法,可以称为EnableVertexAttribArray
或类似的东西。在这个静态方法中,您可以在GL_ARRAY_BUFFER
中设置顶点布局,假设已绑定了正确的数组缓冲区。
struct SVertexP1N1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
static void EnableVertexAttribArray()
{
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(SVertexP1N1), (const GLvoid*)offsetof(SVertexP1N1, m_position));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(SVertexP1N1), (const GLvoid*)offsetof(SVertexP1N1, m_normal));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
}
};
然后,您可以基于顶点结构制作顶点缓冲区的模板类。例如,
template <class VertexType> class vertex_buffer
{
public:
typedef VertexType vertex_type;
vertex_buffer()
{
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_ibo);
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
vertex_type::EnableVertexAttribArray(); // <--------
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
~vertex_buffer()
{
glDeleteVertexArrays(1, &m_vao);
glDeleteBuffers(1, &m_vbo);
glDeleteBuffers(1, &m_ibo);
}
// ...
void draw()
{
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glDrawElements(GL_TRIANGLES, m_indices.size(), GL_UNSIGNED_INT, NULL);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
private:
GLuint m_vao;
GLuint m_vbo;
GLuint m_ibo;
std::vector<vertex_type> m_vertices;
std::vector<GLuint> m_indices;
}