我正在使用顶点索引来渲染我的网格。传递顶点索引和顶点位置没有问题。
但是我想知道在纹理坐标的情况下,我是否也应该使用索引传递它们?
编辑:我正在尝试传递和渲染 OBJ 文件,并对如何处理“fx/y/z”中描述的纹理坐标感到困惑
例如,在 Cube 的情况下,我传递了我的顶点坐标:
*8 顶点坐标
*36 个顶点索引:
当传递纹理(甚至法线)时,我应该将它们传递为:
* (8个纹理坐标+36个纹理坐标索引)。如果是这样,如何在渲染期间分配它们?
或者
* (36 个纹理坐标)?
这是我的抽象网格类,
public class AbstractMesh3D {
//private int buffers[]={0,0};
private int vbVertices[]=new int[1];
private int vbIndices[]=new int[1];
private int vbNormals[]=new int[1];
private int vbColors[]=new int[1];
private int vbTextureCords[]=new int[1];
private boolean bVertices=false;
private boolean bIndices=false;
private boolean bNormals=false;
private int numOfVertices;
private int numOfIndices;
private int numOfNormals;
private World3D _world;
private String textureId;
public void setTextureId(String textureId) {
this.textureId = textureId;
}
public AbstractMesh3D(){
}
public void setWorld(World3D world){
this._world=world;
}
public void setVertexBuffer(float vertexData[]){
GLES20.glGenBuffers(1, vbVertices, 0);
//Short
FloatBuffer vertexFloatBuffer=ByteBuffer.allocateDirect(vertexData.length*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
vertexFloatBuffer.put(vertexData);
vertexFloatBuffer.position(0);
//GLES20.glGenBuffers(1, vbVertices, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbVertices[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertexData.length*4, vertexFloatBuffer, GLES20.GL_STATIC_DRAW);
numOfVertices=vertexData.length/3;
bVertices=true;
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
//vertexFloatBuffer.
}
public void setNormalBuffer(float normalData[]){
GLES20.glGenBuffers(1, vbNormals, 0);
//Short
FloatBuffer vertexFloatBuffer=ByteBuffer.allocateDirect(normalData.length*4).order(ByteOrder.nativeOrder()).asFloatBuffer();
vertexFloatBuffer.put(normalData);
vertexFloatBuffer.position(0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbNormals[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, normalData.length*4, vertexFloatBuffer, GLES20.GL_STATIC_DRAW);
bNormals=true;
numOfNormals=normalData.length/3;
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
}
public void setIndices(short indices[]){
GLES20.glGenBuffers(1, vbIndices, 0);
ShortBuffer vertexFloatBuffer=ByteBuffer.allocateDirect(indices.length*2).order(ByteOrder.nativeOrder()).asShortBuffer();
vertexFloatBuffer.put(indices);
vertexFloatBuffer.position(0);
//GLES20.glGenBuffers(1, buffers[1], 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, vbIndices[0]);
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, indices.length*2, vertexFloatBuffer, GLES20.GL_STATIC_DRAW);
numOfIndices=indices.length;
bIndices=true;
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
}
public void render(){
int posHandle=_world.getOgl_aPositionHandle();
int normalHandle=_world.getOgl_aNormalHandle();
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbVertices[0]);
GLES20.glEnableVertexAttribArray(posHandle);
GLES20.glVertexAttribPointer(posHandle, 3, GLES20.GL_FLOAT, false, 12, 0);
if(bNormals){
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbNormals[0]);
GLES20.glEnableVertexAttribArray(normalHandle);
GLES20.glVertexAttribPointer(normalHandle, 3, GLES20.GL_FLOAT, false, 12, 0);
}
if(bIndices){
//System.out.println("render indices");
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, vbIndices[0]);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, numOfIndices, GLES20.GL_UNSIGNED_SHORT, 0);
}else{
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, numOfVertices);
}
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
GLES20.glDisableVertexAttribArray(posHandle);
GLES20.glDisableVertexAttribArray(normalHandle);
//System.out.println("rendered");
}
}