我的 OpenGL 代码使用一个 VAO 处理所有模型数据和两个 VBO。第一个用于标准顶点属性,如位置和法线,第二个用于模型矩阵。我正在使用实例绘制,所以我将模型矩阵加载为实例数组(基本上是顶点属性)。
首先,我将标准顶点属性加载到 VBO 并使用glVertexAttribPointer
. 然后我将模型矩阵加载到另一个 VBO。现在我必须调用glVertexAttribPointer
绘图循环。我能以某种方式防止这种情况吗?
代码如下所示:
// vertex data of all models in one array
GLfloat myvertexdata[myvertexdatasize];
// matrix data of all models in one array
// (one model can have multiple matrices)
GLfloat mymatrixdata[mymatrixsize];
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, myvertexdatasize*sizeof(GLfloat), myvertexdata, GL_STATIC_DRAW);
glVertexAttribPointer(
glGetAttribLocation(myprogram, "position"),
3,
GL_FLOAT,
GL_FALSE,
24,
(GLvoid*)0
);
glEnableVertexAttribArray(glGetAttribLocation(myprogram, "position"));
glVertexAttribPointer(
glGetAttribLocation(myprogram, "normal"),
3,
GL_FLOAT,
GL_FALSE,
24,
(GLvoid*)12
);
glEnableVertexAttribArray(glGetAttribLocation(myprogram, "normal"));
GLuint matrixbuffer;
glGenBuffers(1, &matrixbuffer);
glBindBuffer(GL_ARRAY_BUFFER, matrixbuffer);
glBufferData(GL_ARRAY_BUFFER, mymatrixsize*sizeof(GLfloat), mymatrixdata, GL_STATIC_DRAW);
glUseProgram(myprogram);
draw loop:
int vertices_offset = 0;
int matrices_offset = 0;
for each model i:
GLuint loc = glGetAttribLocation(myprogram, "model_matrix_column_1");
GLsizei matrixbytes = 4*4*sizeof(GLfloat);
GLsizei columnbytes = 4*sizeof(GLfloat);
glVertexAttribPointer(
loc,
4,
GL_FLOAT,
GL_FALSE,
matrixbytes,
(GLvoid*) (matrices_offset*matrixbytes + 0*columnbytes)
);
glEnableVertexAttribArray(loc);
glVertexAttribDivisor(loc, 1); // matrices are in instanced array
// do this for the other 3 columns too...
glDrawArraysInstanced(GL_TRIANGLES, vertices_offset, models[i]->num_vertices(), models[i]->num_instances());
vertices_offset += models[i]->num_vertices();
matrices_offset += models[i]->num_matrices();
我想到了将顶点数据和矩阵存储在一个 VBO 中的方法。那么问题是如何正确设置步幅。我想不出解决办法。
任何帮助将不胜感激。