我想在一个缓冲区中绘制多个多边形,这是我认为它应该如何工作的概念,但事实并非如此。 这就是我所拥有的:
GLuint VertexArrayID;
GLuint vao;
GLuint program;
typedef struct object{
GLuint vao;
GLuint numVertices;
} object;
object objects[MAX_VERTEX_COUNT];
我在这里创建VBO:
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, VertexArrayID);
glBufferData(GL_ARRAY_BUFFER, 2 * vertex_count * sizeof(float), data, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(data), data);
glUseProgram(program);
GLuint vPosition = glGetAttribLocation(program, "vPosition");
glEnableVertexAttribArray(vPosition);
glVertexAttribPointer(vPosition, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glVertexPointer(2, GL_FLOAT, 0, NULL);
glEnableClientState(GL_VERTEX_ARRAY);
//glDrawArrays(GL_TRIANGLE_FAN, 0, vertex_count);
我做了这样的循环,但是我想,当我把vao放在对象[i] .vao中时,每次当我通过那个循环时,它都没有这个循环,但我不确定。 / p>
for (int i = 0; i < 5; i++)
{
objects[i].vao = vao;
glBindVertexArray(objects[i].vao);
objects[i].numVertices = vertex_count;
glDrawArrays(GL_TRIANGLE_FAN, 0, objects[i].numVertices);
}
glDisableClientState(GL_VERTEX_ARRAY);
也许你有一些想法?
答案 0 :(得分:0)
这里我有一个Image2D类对象,用于渲染与我的GUI层次结构一起使用的基本2D图像。我的Shader引擎非常大,因为我有一个使用模板类型管理着色器的系统。它还使用批处理,并且加载到内存中的所有资产都保存到Storage类中,用于处理内存占用的清理。它是一个太大的项目,无法显示编译工作程序所需的所有内容,但这是一个从我的ShaderEngine中生成的可渲染对象的示例。
<强> Image2d.h 强>
class Image2d : public VisualMko {
private:
TextureInfo m_textureInfo;
// --- Only For Version 1.0 ---
// VBO //
unsigned m_vboTexture; //
unsigned m_vboPosition; //
unsigned m_vboIndices; //
// //
// VAO //
unsigned m_vao; //
// ------------------------- //
// version 2.0 variables below
glm::vec2 m_offsetPosition;
public:
Image2d( float fWidth, float fHeight, TextureInfo::FilterQuality filterQuality, bool generateMipMap, const std::string& strTextureFilename, const std::string& strId );
Image2d( const glm::uvec2& origin, const glm::uvec2& size, const std::string& strTextureFilename, const std::string& strId = std::string() );
virtual ~Image2d();
void setOffsetPosition( const glm::vec2& offset );
virtual void clearTextureInfos() override;
void render() override;
TextureInfo getTextureInfo() const;
void setTextureInfo( const TextureInfo& textureInfo );
private:
Image2d( const Image2d& c ); // Not Implemented
Image2d& operator=( const Image2d& c );
}; // Image2d
} // namespace vmk
#endif // IMAGE2D_H
<强> Image2d.cpp 强>
#include "stdafx.h"
#include "Image2d.h"
#include "AssetStorage.h"
#include "ShaderManager.h" // Only Needed For Version 1.0
#include "TextureFileReader.h"
namespace vmk {
// ----------------------------------------------------------------------------
// Image2d()
// Creates A Rectangular 2D Imgae Of The Size Specified And Stores It In A
// Vertex Array Object For Rendering. The Surface Verts Are Defined Like:
// width
// <------->
// v0 --- v2 ^
// : / : | height
// : / : |
// v1 --- v3 v
//
Image2d::Image2d( float fWidth, float fHeight, TextureInfo::FilterQuality filterQuality, bool generateMipMap, const std::string& strTextureFilename, const std::string& strId ) :
VisualMko( glm::uvec2(), strId ),
m_vboTexture( 0 ),
m_vboPosition( 0 ),
m_vboIndices( 0 ),
m_vao( 0 ) {
if ( fWidth <= 0 || fHeight <= 0 ) {
std::ostringstream strStream;
strStream << __FUNCTION__ << " Invalid image size (" << fWidth << "," << fHeight << ") must be more then 0 in each dimension.";
throw ExceptionHandler( strStream );
}
// Save TextureID
TextureFileReader textureFileReader( strTextureFilename );
m_textureInfo = textureFileReader.getOrCreateTextureInfo( filterQuality, generateMipMap, false );
// Define Texture Coordinates
std::vector<float> vTextureCoordinates;
vTextureCoordinates.push_back( 0.0f );
vTextureCoordinates.push_back( 1.0f );
vTextureCoordinates.push_back( 0.0f );
vTextureCoordinates.push_back( 0.0f );
vTextureCoordinates.push_back( 1.0f );
vTextureCoordinates.push_back( 1.0f );
vTextureCoordinates.push_back( 1.0f );
vTextureCoordinates.push_back( 0.0f );
// Define Vertex Positions (x,y,z)
std::vector<float> vVertexPositions;
vVertexPositions.push_back( 0.0f );
vVertexPositions.push_back( fHeight );
vVertexPositions.push_back( 0.0f );
vVertexPositions.push_back( 0.0f );
vVertexPositions.push_back( 0.0f );
vVertexPositions.push_back( 0.0f );
vVertexPositions.push_back( fWidth );
vVertexPositions.push_back( fHeight );
vVertexPositions.push_back( 0.0f );
vVertexPositions.push_back( fWidth );
vVertexPositions.push_back( 0.0f );
vVertexPositions.push_back( 0.0f );
// Define 2 Triangle Faces
std::vector<unsigned char> vIndices;
vIndices.push_back( 0 );
vIndices.push_back( 1 );
vIndices.push_back( 2 );
vIndices.push_back( 3 );
// Create Vertex Array Object
glGenVertexArrays( 1, &m_vao );
glBindVertexArray( m_vao ); // Start Array
m_pShaderManager->setAttribute( A_COLOR, COLOR_WHITE );
// Create Position Buffer And Store On Video Card
glGenBuffers( 1, &m_vboPosition );
glBindBuffer( GL_ARRAY_BUFFER, m_vboPosition );
glBufferData( GL_ARRAY_BUFFER, vVertexPositions.size() * sizeof( vVertexPositions[0] ), &vVertexPositions[0], GL_STATIC_DRAW );
m_pShaderManager->enableAttribute( A_POSITION );
// Create Texture Coordinate Buffer
glGenBuffers( 1, &m_vboTexture );
glBindBuffer( GL_ARRAY_BUFFER, m_vboTexture );
glBufferData( GL_ARRAY_BUFFER, vTextureCoordinates.size() * sizeof( vTextureCoordinates[0] ), &vTextureCoordinates[0], GL_STATIC_DRAW );
m_pShaderManager->enableAttribute( A_TEXTURE_COORD0 );
// Create Index Buffer
glGenBuffers( 1, &m_vboIndices );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_vboIndices );
glBufferData( GL_ELEMENT_ARRAY_BUFFER, vIndices.size() * sizeof( vIndices[0] ), &vIndices[0], GL_STATIC_DRAW );
glBindVertexArray( 0 ); // Stop Array
// Disable Attribute Pointers
m_pShaderManager->disableAttribute( A_POSITION );
m_pShaderManager->disableAttribute( A_TEXTURE_COORD0 );
// THIS MUST BE AFTER: Vertex Array Buffer Is Unbound!
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); // Stop Buffer Index
glBindBuffer( GL_ARRAY_BUFFER, 0 ); // Stop Buffer
} // Image2d - v1.0
// ----------------------------------------------------------------------------
// Image2d()
Image2d::Image2d( const glm::uvec2& origin, const glm::uvec2& size, const std::string& strTextureFilename, const std::string& strId ) :
VisualMko( size, strId ),
m_vboTexture( 0 ),
m_vboPosition( 0 ),
m_vboIndices( 0 ),
m_vao( 0 ) {
m_version = 2;
TextureFileReader textureFileReader( strTextureFilename );
m_textureInfo = textureFileReader.getOrCreateTextureInfo( TextureInfo::FILTER_NONE, false, false );
m_config.uTextureId = m_textureInfo.uTextureId;
if ( 0 == m_textureInfo.size.x || 0 == m_textureInfo.size.y ) {
std::ostringstream strStream;
strStream << __FUNCTION__ << " size of " << strTextureFilename << " is invalid " << m_textureInfo.size;
throw ExceptionHandler( strStream );
}
// Verify Image Fits Inside Texture
if ( m_textureInfo.size.x < size.x + origin.x || m_textureInfo.size.y < size.y + origin.y ) {
std::ostringstream strStream;
strStream << __FUNCTION__ << " " << strTextureFilename << " size is " << m_textureInfo.size
<< " which is too small for an image that is " << size
<< " pixels in size, with an origin point set at " << origin ;
throw ExceptionHandler( strStream );
}
glm::vec2 textureCoordScaleFactor( 1.0f / static_cast<float>( m_textureInfo.size.x ),
1.0f / static_cast<float>( m_textureInfo.size.y ) );
glm::vec2 texCoordBottomLeft = glm::vec2( textureCoordScaleFactor.x * origin.x,
textureCoordScaleFactor.y * ( m_textureInfo.size.y - origin.y - size.y ) );
glm::vec2 texCoordTopRight = glm::vec2( textureCoordScaleFactor.x * ( origin.x + size.x ),
textureCoordScaleFactor.y * (m_textureInfo.size.y - origin.y ) );
// Set Colors And Texture Coordinates (Position Will Be Updated In Render Function
m_vVertices.push_back( GuiVertex( glm::vec2(), COLOR_WHITE, glm::vec2( texCoordBottomLeft.x, texCoordTopRight.y ) ) );
m_vVertices.push_back( GuiVertex( glm::vec2(), COLOR_WHITE, glm::vec2( texCoordBottomLeft.x, texCoordBottomLeft.y ) ) );
m_vVertices.push_back( GuiVertex( glm::vec2(), COLOR_WHITE, glm::vec2( texCoordTopRight.x, texCoordTopRight.y ) ) );
m_vVertices.push_back( GuiVertex( glm::vec2(), COLOR_WHITE, glm::vec2( texCoordTopRight.x, texCoordBottomLeft.y ) ) );
} // Image2d() - v2.0
// ----------------------------------------------------------------------------
// ~Image2d()
Image2d::~Image2d() {
if ( 1 == m_version ) {
// Destroy Objects
if ( m_vboTexture != 0 ) {
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glDeleteBuffers( 1, &m_vboTexture );
m_vboTexture = 0;
}
if ( m_vboPosition != 0 ) {
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glDeleteBuffers( 1, &m_vboPosition );
m_vboPosition = 0;
}
if ( m_vboIndices != 0 ) {
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
glDeleteBuffers( 1, &m_vboIndices );
m_vboIndices = 0;
}
if ( m_vao != 0 ) {
glBindVertexArray( 0 );
glDeleteVertexArrays( 1, &m_vao );
m_vao = 0;
}
}
} // Image2d
// ----------------------------------------------------------------------------
// setOffsetPosition()
void Image2d::setOffsetPosition( const glm::vec2& offset ) {
if ( offset.x != m_offsetPosition.x || offset.y != m_offsetPosition.y ) {
m_offsetPosition = offset;
m_transformMatrix.updateTranslation = true;
}
} // setOffsetPosition
// ----------------------------------------------------------------------------
// clearTextureInfos()
void Image2d::clearTextureInfos() {
if ( m_pAssetStorage->removeTextureInfo( m_textureInfo.uTextureId ) ) {
m_textureInfo = TextureInfo();
}
} // clearTextureInfos
// ----------------------------------------------------------------------------
// render()
void Image2d::render() {
if ( 1 == m_version ) {
m_pShaderManager->setTexture( 0, U_TEXTURE0_SAMPLER_2D, m_textureInfo.uTextureId );
glBindVertexArray( m_vao );
glDrawElements( GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, nullptr );
glBindVertexArray( 0 );
} else {
// Version 2.0
// Update Vertices
if ( m_transformMatrix.updateTranslation || m_transformMatrix.updateScale || m_transformMatrix.updateRotation ) {
m_transformMatrix.updateTranslation = m_transformMatrix.updateScale = m_transformMatrix.updateRotation = false;
// Order Of Operations Matter Here!
glm::mat4 matrix; // identity
if ( m_transformMatrix.hasTranslation ) {
matrix[3][0] = m_transformMatrix.translation.x;
matrix[3][1] = m_transformMatrix.translation.y;
}
if ( m_transformMatrix.hasRotation ) {
matrix = glm::rotate( matrix, m_transformMatrix.fRotationAngleDegrees, glm::vec3( 0.0f, 0.0f, -1.0f ) );
}
if ( m_transformMatrix.hasScale ) {
matrix = matrix * glm::mat4( m_transformMatrix.scale.x, 0.0f, 0.0f, 0.0f,
0.0f, m_transformMatrix.scale.y, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f );
}
// Center Offset
if ( m_offsetPosition.x != 0 || m_offsetPosition.y != 0 ) {
matrix = glm::translate( matrix, glm::vec3( -m_offsetPosition.x, -m_offsetPosition.y, 0.0f ) );
}
// Apply Transformation To All 4 Vertices
m_vVertices[0].position = glm::vec2( matrix * glm::vec4( 0, 0, 0, 1.0f ) );
m_vVertices[1].position = glm::vec2( matrix * glm::vec4( 0, m_size.y, 0, 1.0f ) );
m_vVertices[2].position = glm::vec2( matrix * glm::vec4( m_size.x, 0, 0, 1.0f ) );
m_vVertices[3].position = glm::vec2( matrix * glm::vec4( m_size.x, m_size.y, 0, 1.0f ) );
}
renderBatch();
}
} // render
// ----------------------------------------------------------------------------
// getTextureInfos()
TextureInfo Image2d::getTextureInfo() const {
return m_textureInfo;
} // getTextureInfo
// ----------------------------------------------------------------------------
// setTextureInfo()
void Image2d::setTextureInfo( const TextureInfo& textureInfo ) {
m_textureInfo = textureInfo;
} // setTextureInfo
} // namespace vmk
现在这个类有两个构造函数,它们将根据正在使用的Image2d版本进行调用。如果我没记错的话,版本1在版本2的情况下不使用BatchManager或Batch Process。如果你看第一个构造函数。调用glBindVertexArray( 0 );
和glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
方法来停止数组和缓冲区。在再次调用if语句的第一部分中,我们调用glBindVertexArray( 0 );
来停止数组。
如果你看一下析构函数版本2没有得到清理,因为它是通过BatchManager使用的,而且通过BatchManager使用的所有内容都会被我的AssetStorage类自动清理和处理。但是,由于此类的第1版不使用BatchManager,因此它必须自行清理,您可以看到对glBindBuffer( BUFFER_ENUMERATED_TYPE, 0 );
的调用,然后调用glDeleteBuffers(...);
,然后将VBO和VAO设置为0。 / p>
如果您想了解更多有关此内容以及如何使用现代OpenGL成功构建3D Graphics ShaderEngine,请访问http://www.marekknows.com,这是我学习如何成功使用OpenGL的地方。这些作品不是我自己设计的,但是这个引擎中的所有东西都是按照Marek的视频教程手动输入和调试的。