我正在使用 OpenGL ES 1.1 开发 iPhone 游戏,并且需要使用顶点缓冲区对象来渲染 500 多个粒子而不会降低性能。
我的游戏能够使用非 VBO 方法成功绘制,但现在我尝试合并 VBO,不再绘制任何东西。
请帮助我找出我做错了什么并提供一个正确的例子。
我有一个名为TexturedQuad的类,它由以下内容组成:
// TexturedQuad.h
enum {
ATTRIB_POSITION,
ATTRIB_TEXTURE_COORD
};
@interface TexturedQuad : NSObject {
GLfloat *textureCoords; // 8 elements for 4 points (u and v)
GLfloat *vertices; // 8 elements for 4 points (x and y)
GLubyte *indices; // how many elements does this need?
// vertex buffer array IDs generated using glGenBuffers(..)
GLuint vertexBufferID;
GLuint textureCoordBufferID;
GLuint indexBufferID;
// ...other ivars
}
// @synthesize in .m file for each property
@property (nonatomic, readwrite) GLfloat *textureCoords;
@property (nonatomic, readwrite) GLfloat *vertices;
@property (nonatomic, readwrite) GLubyte *indices;
@property (nonatomic, readwrite) GLuint vertexBufferID;
@property (nonatomic, readwrite) GLuint textureCoordBufferID;
@property (nonatomic, readwrite) GLuint indexBufferID;
// vertex buffer object methods
- (void) createVertexBuffers;
- (void) createTextureCoordBuffers;
- (void) createIndexBuffer;
在TexturedQuad.m中,创建了顶点缓冲区:
- (void) createVertexBuffers {
glGenBuffers(1, &vertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
}
- (void) createTextureCoordBuffers {
glGenBuffers(1, &textureCoordBufferID);
glBindBuffer(GL_ARRAY_BUFFER, textureCoordBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(textureCoords), textureCoords, GL_STATIC_DRAW);
}
- (void) createIndexBuffer {
glGenBuffers(1, &indexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLubyte) * 16, indices, GL_STATIC_DRAW);
}
上述 VBO 创建方法由自定义AtlasLibrary类调用,该类初始化每个 TexturedQuad 实例。
首先,顶点按以下格式排列:
// bottom left
quad.vertices[0] = xMin;
quad.vertices[1] = yMin;
// bottom right
quad.vertices[2] = xMax;
quad.vertices[3] = yMin;
// top left
quad.vertices[4] = xMin;
quad.vertices[5] = yMax;
// top right
quad.vertices[6] = xMax;
quad.vertices[7] = yMax;
其次,纹理坐标按以下格式排列(翻转以说明 OpenGL ES 倾向于镜像图像):
// top left (of texture)
quad.textureCoords[0] = uMin;
quad.textureCoords[1] = vMax;
// top right
quad.textureCoords[2] = uMax;
quad.textureCoords[3] = vMax;
// bottom left
quad.textureCoords[4] = uMin;
quad.textureCoords[5] = vMin;
// bottom right
quad.textureCoords[6] = uMax;
quad.textureCoords[7] = vMin;
...接下来,调用 VBO 创建方法(在 AtlasLibrary 中)
[quad createVertexBuffers];
[quad createTextureCoordBuffers];
[quad createIndexBuffer];
现在是肉和土豆。场景对象类。场景对象是游戏中可渲染的对象。它们引用 TexturedQuad 实例并包含有关旋转、平移和缩放的信息。
这是 SceneObject 中的渲染方法:
- (void) render {
// binds texture in OpenGL ES if not already bound
[[AtlasLibrary sharedAtlasLibrary] ensureContainingTextureAtlasIsBoundInOpenGLES:self.containingAtlasKey];
glPushMatrix();
glTranslatef(translation.x, translation.y, translation.z);
glRotatef(rotation.x, 1, 0, 0);
glRotatef(rotation.y, 0, 1, 0);
glRotatef(rotation.z, 0, 0, 1);
glScalef(scale.x, scale.y, scale.z);
// change alpha
glColor4f(1.0, 1.0, 1.0, alpha);
// vertices
glBindBuffer(GL_ARRAY_BUFFER, texturedQuad.vertexBufferID);
glVertexAttribPointer(ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT), &texturedQuad.vertices[0]);
// texture coords
glBindBuffer(GL_ARRAY_BUFFER, texturedQuad.textureCoordBufferID);
glVertexAttribPointer(ATTRIB_TEXTURE_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT), &texturedQuad.textureCoords[0]);
// bind index buffer array
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, texturedQuad.indexBufferID);
// draw
glDrawElements(GL_TRIANGLE_STRIP, sizeof(texturedQuad.indices) / sizeof(texturedQuad.indices[0]), GL_UNSIGNED_BYTE, texturedQuad.indices);
glPopMatrix();
}
我有一种强烈的感觉,要么是我的索引数组结构不正确,要么是 glDrawElements(..) 函数调用不正确。
要回答这个问题,请:
- 确定我做错了什么会导致 OpenGL ES 无法绘制我的场景对象。
- 提供正确的方法来做我想做的事情(请根据我的框架)
- 提供任何可能有帮助的建议或链接(可选)
非常感谢!