在Android上的OpenGL ES中交错的每顶点数据的偏移量

时间:2010-09-25 17:00:24

标签: java android opengl-es

是否可以在Android上的OpenGL ES中使用每个顶点数据交错?

我无法为normalcolor成员获取正确的偏移指针。

在C ++中我会做这样的事情:

struct ColoredVertexData3D{
    Vertex3D    vertex;
    Vector3D    normal;
    ColorRGBA   color;
};

const ColoredVertexData3D vertexData[] =
{
    {
        {0.0f, 0.5f, 0.8f},       // Vertex |
        {0.0f, 0.4f, 0.6f},       // Normal | Vertex 0
        {1.0f, 0.0f, 0.0f, 1.0f}  // Color  |
    },
    {
        {0.8f, 0.0f, 0.5f},       // Vertex |
        {0.6f, 0.0f, 0.4f},       // Normal | Vertex 1
        {1.0f, 0.5f, 0.0f, 1.0f}  // Color  |
    },
    // ... more vertexes.
};

const int stride = sizeof(ColoredVertexData3D);
glVertexPointer(3, GL_FLOAT, stride, &vertexData[0].vertex);
glColorPointer(4, GL_FLOAT, stride, &vertexData[0].color);
glNormalPointer(GL_FLOAT, stride, &vertexData[0].normal);

在Java上用Android可以做同样的事情吗?这就是我现在所拥有的:

ByteBuffer vertexData = ...;
int stride = 40;

gl.glVertexPointer(3, GL10.GL_FLOAT, stride, vertexData);

// This obviously doesn't work. ------------v
gl.glColorPointer(4, GL10.GL_FLOAT, stride, &vertexData[0].color);
gl.glNormalPointer(GL10.GL_FLOAT, stride, &vertexData[0].normal);

1 个答案:

答案 0 :(得分:6)

基本思路是在ByteBuffer上调用duplicate(),它会创建一个新的ByteBuffer,它共享底层存储,但允许你从不同的位置开始。

这对我有用:

FloatBuffer verticesNormals;
// ... code to initialize verticesNormals ...
// verticesNormals contains 6 floats for each vertex. The first three
// define the position and the next three define the normal.

gl.glVertexPointer(3, gl.GL_FLOAT, 24, verticesNormals);

// Create a buffer that points 3 floats past the beginning.
FloatBuffer normalData = mVerticesNormals.duplicate();
normalData.position(3);

gl.glNormalPointer(gl.GL_FLOAT, 24, normalData);