在OpenGL(OpenGL ES 2.0)中,我可以为不同的GL_ARRAY_BUFFER缓冲区使用多个GL_ELEMENT_ARRAY_BUFFER吗?我正在阅读“OpenGL ES 2.0编程指南”,第6章“顶点属性,数组和缓冲对象”,有源代码示例:有几个GL_ARRAY_BUFFER(用于位置,法线,纹理坐标)和一个GL_ELEMENT_ARRAY_BUFFER(“用于存储元素索引“)。
当我写问题时,我知道我不能向glDrawElements发送多个一个索引数组,所以如果我使用缓冲区,可能只有最后绑定的GL_ELEMENT_ARRAY_BUFFER用于绘图。但是节省内存(glDrawElements的目的是什么)?我将说明我遇到的问题。
有2个数组(如GL_ARRAY_BUFFERs) - 8个顶点和6个法线
GLfloat gVertexPositions[] =
{
0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f
};
GLfloat gVertexNormals[] =
{
1.0f, 0.0f, 0.0f, // top
-1.0f, 0.0f, 0.0f, // bottom
0.0f, 1.0f, 0.0f, // right
0.0f, -1.0f, 0.0f, // left
0.0f, 0.0f, 1.0f, // back
0.0f, 0.0f, -1.0f // front
};
2个索引数组(如GL_ELEMENT_ARRAY_BUFFERs)
GLubyte gVertexPositionIndices[] =
{
0, 1, 2, // top
2, 3, 0,
0, 4, 1, // right
1, 4, 5,
5, 4, 7, // bottom
6, 5, 7,
2, 6, 7, // left
2, 7, 3,
1, 4, 2, // front
2, 4, 5,
0, 3, 4, // back
7, 4, 3
};
GLubyte gVertexNormalIndices[] =
{
0, 0, 0,
0, 0, 0,
2, 2, 2,
2, 2, 2,
1, 1, 1,
1, 1, 1,
3, 3, 3,
3, 3, 3,
5, 5, 5,
5, 5, 5,
4, 4, 4,
4, 4, 4
};
我设置了顶点属性状态
glBindAttribLocation(program, ATTRIB_POSITION, "a_position");
glBindAttribLocation(program, ATTRIB_NORMAL, "a_normal");
//.....
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[VBO_POSITION_INDICES]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLubyte) * 36, gVertexPositionIndices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vboIds[VBO_POSITION_DATA]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 8, gVertexPositions, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[VBO_NORMAL_INDICES]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLubyte) * 36, gVertexNormalIndices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vboIds[VBO_NORMAL_DATA]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * 6, gVertexNormals, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[VBO_POSITION_INDICES]);
glBindBuffer(GL_ARRAY_BUFFER, vboIds[VBO_POSITION_DATA]);
glEnableVertexAttribArray(ATTRIB_POSITION);
glBindBuffer(GL_ARRAY_BUFFER, vboIds[VBO_NORMAL_DATA]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[VBO_NORMAL_INDICES]);
glEnableVertexAttribArray(ATTRIB_NORMAL);
glVertexAttribPointer(ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(ATTRIB_NORMAL, 3, GL_FLOAT, GL_FALSE, 0, 0);
然后画出
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, 0);
屏幕为空(因为最后一个GL_ELEMENT_ARRAY_BUFFER用于“a_position”属性,其中所有三元组都有相同的数字)
我想要的全部 - 程序生成36个顶点,使用gVertexPositionIndices从gVertexPositions设置它们的位置,使用gVertexNormalIndices从gVertexNormals设置它们的法线。我怀疑这是可能的,但我想确切地知道。如果这是不可能的,那么正确的方法是什么?我是否必须使用8 * 3浮点数作为位置,36个字节用于索引,36 * 3浮点数用于法线?所以我只能为位置属性节省内存?
答案 0 :(得分:1)
我希望我不会太晚,但我所做的是在顶点数组中基于每个顶点设置法线,然后在声明顶点属性时使用适当的步幅和缓冲偏移。这是我的代码声明顶点和法线:
GLfloat BlockVertexData[144] = {
//Right side...
//Vertices... //Normals...
1.0f, 2.0f, 0.5f, 1.0f, 0.0f, 0.0f, //B
1.0f, 2.0f, -0.5f, 1.0f, 0.0f, 0.0f, //F
1.0f, -2.0f, 0.5f, 1.0f, 0.0f, 0.0f, //D
1.0f, -2.0f, -0.5f, 1.0f, 0.0f, 0.0f, //H
//Front side...
-1.0f, 2.0f, 0.5f, 0.0f, 0.0f, 1.0f, //A
1.0f, 2.0f, 0.5f, 0.0f, 0.0f, 1.0f, //B
-1.0f, -2.0f, 0.5f, 0.0f, 0.0f, 1.0f, //C
1.0f, -2.0f, 0.5f, 0.0f, 0.0f, 1.0f, //D
//Left side...
-1.0f, 2.0f, 0.5f, -1.0f, 0.0f, 0.0f, //A
-1.0f, 2.0f, -0.5f, -1.0f, 0.0f, 0.0f, //E
-1.0f, -2.0f, 0.5f, -1.0f, 0.0f, 0.0f, //C
-1.0f, -2.0f, -0.5f, -1.0f, 0.0f, 0.0f, //G
//Back side...
-1.0f, 2.0f, -0.5f, 0.0f, 0.0f, -1.0f, //E
1.0f, 2.0f, -0.5f, 0.0f, 0.0f, -1.0f, //F
-1.0f, -2.0f, -0.5f, 0.0f, 0.0f, -1.0f, //G
1.0f, -2.0f, -0.5f, 0.0f, 0.0f, -1.0f, //H
//Top side...
-1.0f, 2.0f, -0.5f, 0.0f, 1.0f, 0.0f, //E
1.0f, 2.0f, -0.5f, 0.0f, 1.0f, 0.0f, //F
-1.0f, 2.0f, 0.5f, 0.0f, 1.0f, 0.0f, //A
1.0f, 2.0f, 0.5f, 0.0f, 1.0f, 0.0f, //B
//Bottom side...
-1.0f, -2.0f, -0.5f, 0.0f, -1.0f, 0.0f, //G
1.0f, -2.0f, -0.5f, 0.0f, -1.0f, 0.0f, //H
-1.0f, -2.0f, 0.5f, 0.0f, -1.0f, 0.0f, //C
1.0f, -2.0f, 0.5f, 0.0f, -1.0f, 0.0f //D };
GLuint BlockIndicesData[36] = {
//Right side...
2, 0, 3, 0, 1, 3,
//Front side...
6, 4, 7, 4, 5, 7,
//Left side...
11, 10, 8, 8, 9, 11,
//Back side...
15, 14, 12, 12, 13, 15,
//Top side...
19, 18, 16, 16, 17, 19,
//Bottom side...
23, 22, 20, 20, 21, 23 };
以下是声明属性的代码:
// The stride shows that there are 6 floats in each row.
GLsizei stride = 6 * sizeof(GLfloat);
GLuint attribute;
attribute = glGetAttribLocation(program, "VertexPosition");
glEnableVertexAttribArray(attribute);
glVertexAttribPointer(attribute, 3, GL_FLOAT, GL_FALSE, stride, 0);
attribute = glGetAttribLocation(self.program, "VertexNormal");
glEnableVertexAttribArray(attribute);
// The sixth parameter indicates the buffer offset, so here there were 3 floats preceding it, so this indicates it.
glVertexAttribPointer(attribute, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid *)(sizeof(GLfloat) * 3));
我知道这可能会占用更多内存,但也许有人可以提出更好的解决方案。这是我能想到的解决问题的方法。