如何在自定义对象中存储VBO

时间:2014-03-04 06:34:36

标签: opengl opengl-es glkit vertex-buffer vertex-attributes

我想以顶点缓冲区对象的形式存储每个实例中Cat个对象的顶点,法线和纹理信息,但我不知道如何。我想要这样的东西:

@property(nonatomic, assign) int *indices; // vertex indices for glDrawElements
@property(nonatomic, assign) GLKVertexAttrib vertexBufferObject; // ideally
@property(assign) GLKVector2 position;
@property(assign) GLKVector2 velocity;

如果您无法创建包含特定VBO的对象,您会怎么做?

1 个答案:

答案 0 :(得分:0)

我最终这样做了:

@property(nonatomic, assign) int *indices;
@property(nonatomic, assign) GLuint vertexBuffer; // good
@property(assign) GLKVector2 position;
@property(assign) GLKVector2 velocity;

- (id)initWithVertices: (SceneVertex [])vertices size: (uint) size; // very good
- (void)render;

然后这个:

- (id) initWithVertices:(SceneVertex [])vertices size:(uint)size
{
    if (self = [super init])
    {
        glGenBuffers(1, &_vertexBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);

        glBufferData(GL_ARRAY_BUFFER, size * sizeof(SceneVertex), vertices, GL_STATIC_DRAW);

        glEnableVertexAttribArray(GLKVertexAttribPosition);
        int stride = sizeof(GLKVector3) * 2;
        glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(0));
        glEnableVertexAttribArray(GLKVertexAttribNormal);
        glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(sizeof(GLKVector3)));
    }

    return self;
}

它运作得很好。现在我的所有信息都包含在每个对象中。真棒!