[英]OpenGL using VBO with index
因此,我正在構建一個用於渲染模型和轉換的基本引擎,我使用常規VBO(無索引)完成了此工作,沒有任何問題,但是我決定改為使用具有索引的VBO。 這是我代碼的重要部分:
相關全局變量:
GLuint *modelBuffers;
GLuint *indexBuffers;
相關數據結構:
struct databaseStruct
{
int moveSize;
int modelSize;
int spinSize;
int tracerSize;
int currentMove;
int currentSpin;
int currentModel;
int currentTracer;
vector<moveNode> moveList;
vector<modelNode> modelList;
vector<spinNode> spinList;
vector<tracerNode> tracerList;
groupStruct scene;
} database;
struct modelNode
{
int id;
int numTri;
string modelName;
vector<GLfloat> model;
vector<GLfloat> normals;
vector<int> indices;
};
在程序開始時進行模型初始化:
void initModels(){
glEnableClientState(GL_VERTEX_ARRAY);
modelBuffers = new GLuint[database.modelSize];
indexBuffers = new GLuint[database.modelSize];
glGenBuffers(database.modelSize, modelBuffers);
glGenBuffers(database.modelSize, indexBuffers);
vector<modelNode> mList = database.modelList;
for (int i = 0; i < database.modelSize; i++){
glBindBuffer(GL_ARRAY_BUFFER, modelBuffers[mList[i].id]);
glBufferData(GL_ARRAY_BUFFER, mList[i].model.size()*sizeof(GLfloat), &(mList[i].model[0]), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffers[mList[i].id]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mList[i].indices.size() * sizeof(GLint), &(mList[i].indices[0]), GL_STATIC_DRAW);
}
}
在渲染場景上進行繪制調用:
void drawModel(element* elem){
if (elem != NULL){
modelNode *it = &database.modelList[elem->nodeRef];
glBindBuffer(GL_ARRAY_BUFFER, modelBuffers[it->id]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffers[it->id]);
glVertexPointer(3, GL_FLOAT, 0, 0);
glDrawElements(GL_TRIANGLES, it->numTri*3, GL_INT, 0);
}
}
程序的結構有效,因為自從使用簡單的VBO以來,我所做的所有更改都是對結構的更改,以托管索引和用於處理索引的OpenGL調用。 如果需要,我可以提供以前的工作版本。
您要重疊緩沖區,為頂點信息和索引創建單獨的緩沖區
void initModels(){
glEnableClientState(GL_VERTEX_ARRAY);
modelBuffers = new GLuint[database.modelSize*2];//twice as large
glGenBuffers(database.modelSize*2, modelBuffers);//creating twice as many
vector<modelNode> mList = database.modelList;
for (int i = 0; i < database.modelSize; i++){
glBindBuffer(GL_ARRAY_BUFFER, modelBuffers[mList[i].id*2]);
glBufferData(GL_ARRAY_BUFFER, mList[i].model.size()*sizeof(GLfloat), &(mList[i].model[0]), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelBuffers[mList[i].id*2+1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mList[i].indices.size() * sizeof(int), &(mList[i].indices[0]), GL_STATIC_DRAW);
}
}
void drawModel(element* elem){
if (elem != NULL){
modelNode *it = &database.modelList[elem->nodeRef];
glBindBuffer(GL_ARRAY_BUFFER, modelBuffers[it->id*2]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelBuffers[it->id*2+1]);
glVertexPointer(3, GL_FLOAT, 0, 0);
glDrawElements(GL_TRIANGLES, it->numTri*3, GL_INT, 0);
}
}
你會看到我創建的兩倍盡可能多的緩沖區,並且每個數組緩沖區是id*2
在modelBuffers
和索引緩沖區是id*2 + 1
在modelBuffers
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