我正在使用OpenGL ES 1.1开发iPhone游戏,并且需要使用顶点缓冲对象来渲染500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,但现在我已经尝试合并VBO,没有任何东西可以绘制了.
请帮助我确定我做错了什么,并提供一个正确的例子.
我有一个名为TexturedQuad的类,它包含以下内容:
// 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(翻转以考虑OpenGL ES镜像图像的倾向):
// 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];
现在的肉和土豆. SceneObject类. SceneObjects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render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); glRotatef(rotation.y,0); glRotatef(rotation.z,1); glScalef(scale.x,scale.y,scale.z); // change alpha glColor4f(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,&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,我的索引数组结构不正确或glDrawElements(..)函数调用不正确.
要回答这个问题,请:
>识别我正在做的错误会导致OpenGL ES不能绘制我的SceneObjects.
>提供正确的方法来做我想做的事情(请根据我的框架)
>提供任何可能有用的建议或链接(可选)
非常感谢!
解决方法
我对OpenGL和OpenGL ES之间的差异没有经验,但我没有在你的代码中看到任何对
glEnableVertexAttribArray()的调用.
该功能在OpenGL ES 1.1 docs中可疑缺失,但是在2.0,并且正在Apple’s OpenGL ES VBO article中使用(感谢JSPerfUnkn0wn).
以下是Vertex Buffer Objects和Index Buffer Objects上的一些其他优秀(但非ES)教程.