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我一直在研究适用于 iOS 的新 OpenGL 框架,恰当地命名为 GLKit,并且一直在尝试将一些现有的 OpenGL 1.0 代码移植到 OpenGL ES 2.0,只是为了让我的脚趾浸入水中并掌握事物。

在阅读了 API 和 Apple 提供的大量其他最佳实践和 OpenGL 文档之后,我已经根深蒂固地认为我应该使用顶点缓冲区对象并使用“元素”,或者更确切地说,顶点索引。似乎有很多提到通过在必要时使用填充来优化内存存储,但这可能是另一天的对话;)

不久前,我在 SO 上阅读了关于使用 NSMutableData 优于经典 malloc/free 的好处,并想在编写我的 VBO 时尝试采用这种方法。到目前为止,我已经设法将一个片段拼凑在一起,看起来我正朝着正确的方向前进,但我并不完全确定 VBO 应该包含多少数据。这是我到目前为止所得到的:

//import headers
#import <GLKit/GLKit.h>

#pragma mark -
#pragma mark InterleavingVertexData

//vertex buffer object struct
struct InterleavingVertexData
{
    //vertices
    GLKVector3 vertices;

    //normals
    GLKVector3 normal;

    //color
    GLKVector4 color;

    //texture coordinates
    GLKVector2 texture;
};
typedef struct InterleavingVertexData InterleavingVertexData;

#pragma mark -
#pragma mark VertexIndices

//vertex indices struct
struct VertexIndices
{
    //vertex indices
    GLuint a;
    GLuint b;
    GLuint c;
};
typedef struct VertexIndices VertexIndices;

//create and return a vertex index with specified indices
static inline VertexIndices VertexIndicesMake(GLuint a, GLuint b, GLuint c)
{
    //declare vertex indices
    VertexIndices vertexIndices;

    //set indices
    vertexIndices.a = a;
    vertexIndices.b = b;
    vertexIndices.c = c;

    //return vertex indices
    return vertexIndices;
}

#pragma mark -
#pragma mark VertexBuffer

//vertex buffer struct
struct VertexBuffer
{
    //vertex data
    NSMutableData *vertexData;

    //vertex indices
    NSMutableData *indices;

    //total number of vertices
    NSUInteger totalVertices;

    //total number of indices
    NSUInteger totalIndices;
};
typedef struct VertexBuffer VertexBuffer;

//create and return a vertex buffer with allocated data
static inline VertexBuffer VertexBufferMake(NSUInteger totalVertices, NSUInteger totalIndices)
{
    //declare vertex buffer
    VertexBuffer vertexBuffer;

    //set vertices and indices count
    vertexBuffer.totalVertices = totalVertices;
    vertexBuffer.totalIndices = totalIndices;

    //set vertex data and indices
    vertexBuffer.vertexData = nil;
    vertexBuffer.indices = nil;

    //check vertices count
    if(totalVertices > 0)
    {
        //allocate data
        vertexBuffer.vertexData = [[NSMutableData alloc] initWithLength:(sizeof(InterleavingVertexData) * totalVertices)];
    }

    //check indices count
    if(totalIndices > 0)
    {
        //allocate data
        vertexBuffer.indices = [[NSMutableData alloc] initWithLength:(sizeof(VertexIndices) * totalIndices)];
    }

    //return vertex buffer
    return vertexBuffer;
}

//grow or shrink a vertex buffer
static inline void VertexBufferResize(VertexBuffer *vertexBuffer, NSUInteger totalVertices, NSUInteger totalIndices)
{
    //check adjusted vertices count
    if(vertexBuffer->totalVertices != totalVertices && totalVertices > 0)
    {
        //set vertices count
        vertexBuffer->totalVertices = totalVertices;

        //check data is valid
        if(vertexBuffer->vertexData)
        {
            //allocate data
            [vertexBuffer->vertexData setLength:(sizeof(InterleavingVertexData) * totalVertices)];
        }
        else
        {
            //allocate data
            vertexBuffer->vertexData = [[NSMutableData alloc] initWithLength:(sizeof(InterleavingVertexData) * totalVertices)];
        }
    }

    //check adjusted indices count
    if(vertexBuffer->totalIndices != totalIndices && totalIndices > 0)
    {
        //set indices count
        vertexBuffer->totalIndices = totalIndices;

        //check data is valid
        if(vertexBuffer->indices)
        {
            //allocate data
            [vertexBuffer->indices setLength:(sizeof(VertexIndices) * totalIndices)];
        }
        else
        {
            //allocate data
            vertexBuffer->indices = [[NSMutableData alloc] initWithLength:(sizeof(VertexIndices) * totalIndices)];
        }
    }
}

//release vertex buffer data
static inline void VertexBufferRelease(VertexBuffer *vertexBuffer)
{
    //set vertices and indices count
    vertexBuffer->totalVertices = 0;
    vertexBuffer->totalIndices = 0;

    //check vertices are valid
    if(vertexBuffer->vertexData)
    {
        //clean up
        [vertexBuffer->vertexData release];
        vertexBuffer->vertexData = nil;
    }

    //check indices are valid
    if(vertexBuffer->indices)
    {
        //clean up
        [vertexBuffer->indices release];
        vertexBuffer->indices = nil;
    }
}

目前,交错的顶点数据足以存储每个顶点的顶点、法线、颜色和纹理坐标。我的印象是顶点和索引的数量相同,但实际上显然不是这种情况,因此,索引是 VBO 的一部分,而不是 InterleavingVertexData。

问题更新:

在设法使其进入工作状态后,我已经更新了上面的代码。希望它将来对某人有用。

现在我已经设法设置了所有内容,我无法通过渲染绑定到 VBO 的内容来获得预期的结果。这是迄今为止我将数据加载到 OpenGL 中的代码:

//generate buffers
glGenBuffers(2, buffers);

//bind vertices buffer
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glBufferData(GL_ARRAY_BUFFER, (sizeof(InterleavingVertexData) * vertexBuffer.totalVertices), self.vertexData, GL_STATIC_DRAW);

//bind indices buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (sizeof(VertexIndices) * vertexBuffer.totalIndices), self.vertexIndices, GL_STATIC_DRAW);

//reset buffers
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

以及渲染一切的代码:

//enable required attributes
glEnableVertexAttribArray(GLKVertexAttribPosition);
glEnableVertexAttribArray(GLKVertexAttribNormal);
glEnableVertexAttribArray(GLKVertexAttribColor);
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);

//bind buffers
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);

//set shape attributes
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(InterleavingVertexData), (void *)offsetof(InterleavingVertexData, vertices));
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_TRUE, sizeof(InterleavingVertexData), (void *)offsetof(InterleavingVertexData, normal));
glVertexAttribPointer(GLKVertexAttribColor, 4, GL_FLOAT, GL_TRUE, sizeof(InterleavingVertexData), (void *)offsetof(InterleavingVertexData, color));
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_TRUE, sizeof(InterleavingVertexData), (void *)offsetof(InterleavingVertexData, texture));

//draw shape
glDrawElements(GL_TRIANGLES, vertexBuffer.totalIndices, GL_UNSIGNED_INT, (void *)0);

//reset buffers
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

//disable atttributes
glDisableVertexAttribArray(GLKVertexAttribTexCoord0);
glDisableVertexAttribArray(GLKVertexAttribColor);
glDisableVertexAttribArray(GLKVertexAttribNormal);
glDisableVertexAttribArray(GLKVertexAttribPosition);

虽然我的 iPhone 还没有出现独角兽从眼睛中射出彩虹的绝妙图形,但我无法在不扯掉头发的情况下完整地渲染一个简单的形状。

从渲染来看,每个形状似乎只有 1/3 被绘制,可能是 1/2,具体取决于视角。似乎罪魁祸首是传递给 glDrawElements 的 count 参数因为摆弄这个有不同的结果,但我已经阅读了文档并一遍又一遍地检查了这个值,它确实期望索引的总数(这就是我目前通过)。

正如我在最初的问题中提到的那样,我对 VBO 目前或者更确切地说,对实施而不是至少对概念感到困惑。如果有人愿意关注我的实现,那将是非常棒的,因为我确信我在此过程中的某个地方犯了一个新手错误,但你知道当你盯着某个东西几个小时时会发生什么没有进展就结束了。

谢谢阅读!

4

1 回答 1

4

我想我看到了你的问题。

你有一个结构,VertexIndices它包含三个索引,或者一个三角形的索引。当您绑定您的 IBO(索引缓冲区对象,包含索引的缓冲区对象)时,您可以执行以下操作:

glBufferData(GL_ELEMENT_ARRAY_BUFFER, (sizeof(VertexIndices) * vertexBuffer.totalIndices), self.vertexIndices, GL_STATIC_DRAW);

这很好。size参数 in以字节为单位,glBufferData因此您将 sizeof(3 floats) 乘以您拥有的 3 个浮点数的组数。伟大的。

但是当你真正调用 glDrawElements 时,你会这样做:

glDrawElements(GL_TRIANGLES, vertexBuffer.totalIndices, GL_UNSIGNED_INT, (void *)0);

但是,vertexBuffer.totalIndices等于VertexIndices您拥有的结构数,等于索引总数/ 3(或三角形总数)。因此,您需要执行以下操作之一:

  1. 容易修复但很愚蠢:glDrawElements(..., vertexBuffer.totalIndices * 3, ...);
  2. 适当的更多工作:vertexBuffer.totalIndices应该包含您拥有的实际索引总数,而不是您正在渲染的三角形总数。

您需要执行其中一项,因为现在 totalIndices 包含您拥有的总数VertexIndices,并且每个索引都有 3 个索引。正确的做法是将totalIndices 重命名为totalTriangles,或者在某处跟踪实际的索引总数。

于 2011-12-16T17:51:23.050 回答