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我想使用顶点缓冲区对象 (VBO) 来改进我在 iPhone 的 Open GL ES 1.1 游戏中对有些复杂模型的渲染。在阅读了关于 SO 和这个(http://playcontrol.net/ewing/jibberjabber/opengl_vertex_buffer_object.html)教程的几篇文章之后,我仍然无法理解 VBO 以及如何根据我的 Cheetah 3D 导出​​模型格式来实现它们。有人可以给我一个实现 VBO 并使用它来绘制具有给定数据结构的顶点并解释语法的示例吗?我非常感谢任何帮助!

#define body_vertexcount    434
#define body_polygoncount   780

// The vertex data is saved in the following format:
// u0,v0,normalx0,normaly0,normalz0,x0,y0,z0
float body_vertex[body_vertexcount][8]={
{0.03333, 0.00000, -0.68652, -0.51763, 0.51063, 0.40972, -0.25028, -1.31418},
{...},
{...}
}

GLushort body_index[body_polygoncount][3]={
{0, 1, 2},
{2, 3, 0}
}

我在 Pro OpenGL ES (Appress) 第 9 章的帮助下编写了以下代码。我正在使用 DrawElements 命令获取 EXC_BAD_ACCESS,但我不知道为什么。有人可以阐明一下吗?谢谢 -

// First thing we do is create / setup the index buffer
glGenBuffers(1, &bodyIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bodyIBO);

// For constrast, instead of glBufferSubData and glMapBuffer, 
// we can directly supply the data in one-shot
glBufferData(GL_ELEMENT_ARRAY_BUFFER, body_polygoncount*sizeof(GLubyte), body_index, GL_STATIC_DRAW);

// Define our data structure
int numXYZElements = 3;
int numNormalElements = 3;
int numTextureCoordElements = 2;
long totalXYZBytes;
long totalNormalBytes;
long totalTexCoordinateBytes;
int numBytesPerVertex;

// Allocate a new buffer
glGenBuffers(1, &bodyVBO);

// Bind the buffer object to use
glBindBuffer(GL_ARRAY_BUFFER, bodyVBO);

// Tally up the size of the data components
numBytesPerVertex = numXYZElements;
numBytesPerVertex += numNormalElements;
numBytesPerVertex += numTextureCoordElements;
numBytesPerVertex *= sizeof(GLfloat);

// Actually allocate memory on the GPU ( Data is static here )
glBufferData(GL_ARRAY_BUFFER, numBytesPerVertex * body_vertexcount, 0, GL_STATIC_DRAW);

// Upload data to the cache ( memory mapping )
GLubyte *vboBuffer = (GLubyte *)glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES);

// Caclulate the total number of bytes for each data type
totalXYZBytes = numXYZElements * body_vertexcount * sizeof(GLfloat);
totalNormalBytes = numNormalElements * body_vertexcount * sizeof(GLfloat);
totalTexCoordinateBytes = numTextureCoordElements * body_vertexcount * sizeof(GLfloat);

// Set the total bytes property for the body
self.bodyTotalBytes = totalXYZBytes + totalNormalBytes + totalTexCoordinateBytes;

// Setup the copy of the buffer(s) using memcpy()
memcpy(vboBuffer, body_vertex, self.bodyTotalBytes);

// Perform the actual copy
glUnmapBufferOES(GL_ARRAY_BUFFER);

以下是我遇到异常的绘图命令:

    // Activate the VBOs to draw
    glBindBuffer(GL_ARRAY_BUFFER, bodyVBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bodyIBO);

    // Setup drawing
    glMatrixMode(GL_MODELVIEW);
    glEnable(GL_TEXTURE_2D);
    glClientActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D,lightGreyInt);

    // Setup pointers
    glVertexPointer(3, GL_FLOAT, sizeof(vertexStruct), (char *)NULL + 0 );
    glTexCoordPointer(2, GL_FLOAT, sizeof(vertexStruct),  (char *)NULL + 12 );
    glNormalPointer(GL_FLOAT, sizeof(vertexStruct), (char *)NULL + 24 );

    // Now draw the body
    glDrawElements(GL_TRIANGLES, body_polygoncount,GL_UNSIGNED_SHORT, (GLvoid*)((char*)NULL));
    //glDrawElements(GL_TRIANGLES, body_polygoncount, GL_UNSIGNED_SHORT, nil);
    //glDrawElements(GL_TRIANGLES,body_polygoncount*3,GL_UNSIGNED_SHORT,body_index);
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1 回答 1

3

好吧,首先你的索引缓冲区太小了,你不仅有body_polygoncount索引,还有body_polygoncount * 3. 你也搞砸了类型,因为它们是短裤,你需要GLushort而不是GLubyte,所以应该是

glBufferData(GL_ELEMENT_ARRAY_BUFFER, body_polygoncount*3*sizeof(GLushort),
             body_index, GL_STATIC_DRAW);

然后,你搞砸了属性的偏移量,因为你的数据首先包含纹理坐标,然后是法线,然后是每个顶点的位置,它应该是

glVertexPointer(3, GL_FLOAT, sizeof(vertexStruct), (char *)NULL + 20 );   //3rd, after 5*4 byte
glTexCoordPointer(2, GL_FLOAT, sizeof(vertexStruct),  (char *)NULL + 0 ); //1st
glNormalPointer(GL_FLOAT, sizeof(vertexStruct), (char *)NULL + 8 );       //2nd, after 2*4 bytes

最后,在glDrawElements通话中,您不会给出三角形的数量,而是给出元素(索引)的数量,所以应该是

glDrawElements(GL_TRIANGLES, body_polygoncount*3,
               GL_UNSIGNED_SHORT, (GLvoid*)((char*)NULL));

否则你的代码看起来很合理(当然映射是毫无意义的,你可以glBufferData再次使用,但我猜你这样做是为了学习),如果你理解它所做的一切,那就没有更多了。

但是我想知道如果您刚刚使用没有 VBO 的客户端顶点数组并且我认为 OpenGL ES 1.1 没有立即模式,那么所有这些错误也会发生glBegin/glEnd。所以我想知道如果你不知道这些错误,为什么你的游戏以前没有 VBO 也能正常工作。

于 2012-03-18T23:43:47.197 回答