Opengl - 渲染不同的顶点格式
Opengl - rendering different vertex formats
我正在寻找一种很好的方法来渲染具有不同顶点布局的网格对象,而不需要很大的努力(例如,为每个顶点布局定义一个渲染器 class)。您可以在下面看到一些不同顶点格式的示例。
enum EVertexFormat
{
VERTEX_FORMAT_UNDEFINED = -1,
VERTEX_FORMAT_P1 = 0,
VERTEX_FORMAT_P1N1,
VERTEX_FORMAT_P1N1UV,
VERTEX_FORMAT_P1N1C1,
VERTEX_FORMAT_P1N1UVC1,
};
// the simplest possible vertex -- position only
struct SVertexP1
{
math::Vector3D m_position; // position of the vertex
};
struct SVertexP1N1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
};
// a typical vertex format with position, vertex normal
// and one set of texture coordinates
struct SVertexP1N1UV
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
math::Vector2D m_uv; // (u,v) texture coordinate
};
struct SVertexP1N1C1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
uint32_t m_color_u32; // color of the vertex
};
struct SVertexP1N1UVC1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
math::Vector2D m_uv; // (u,v) texture coordinate
uint32_t m_color_u32; // color of the vertex
};
背景是,我要渲染不同的对象。其中一些是不拥有纹理坐标或法线的基元(例如平面、球体)。另一方面,我想渲染具有法线、纹理坐标等的更复杂的对象。是否有一种聪明的方法或设计来避免对多个渲染器 classes 进行编程,而是使用单个渲染器 class?我知道,这也会影响着色器。
你可以做的是给你的每个顶点结构一个静态方法,可能叫做 EnableVertexAttribArray
或类似的东西。在此静态方法中,您在 GL_ARRAY_BUFFER
中设置顶点布局,假设已绑定正确的数组缓冲区。
struct SVertexP1N1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
static void EnableVertexAttribArray()
{
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(SVertexP1N1), (const GLvoid*)offsetof(SVertexP1N1, m_position));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(SVertexP1N1), (const GLvoid*)offsetof(SVertexP1N1, m_normal));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
}
};
然后您可以根据顶点结构创建顶点缓冲区的模板 class。例如,
template <class VertexType> class vertex_buffer
{
public:
typedef VertexType vertex_type;
vertex_buffer()
{
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_ibo);
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
vertex_type::EnableVertexAttribArray(); // <--------
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
~vertex_buffer()
{
glDeleteVertexArrays(1, &m_vao);
glDeleteBuffers(1, &m_vbo);
glDeleteBuffers(1, &m_ibo);
}
// ...
void draw()
{
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glDrawElements(GL_TRIANGLES, m_indices.size(), GL_UNSIGNED_INT, NULL);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
private:
GLuint m_vao;
GLuint m_vbo;
GLuint m_ibo;
std::vector<vertex_type> m_vertices;
std::vector<GLuint> m_indices;
}
我正在寻找一种很好的方法来渲染具有不同顶点布局的网格对象,而不需要很大的努力(例如,为每个顶点布局定义一个渲染器 class)。您可以在下面看到一些不同顶点格式的示例。
enum EVertexFormat
{
VERTEX_FORMAT_UNDEFINED = -1,
VERTEX_FORMAT_P1 = 0,
VERTEX_FORMAT_P1N1,
VERTEX_FORMAT_P1N1UV,
VERTEX_FORMAT_P1N1C1,
VERTEX_FORMAT_P1N1UVC1,
};
// the simplest possible vertex -- position only
struct SVertexP1
{
math::Vector3D m_position; // position of the vertex
};
struct SVertexP1N1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
};
// a typical vertex format with position, vertex normal
// and one set of texture coordinates
struct SVertexP1N1UV
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
math::Vector2D m_uv; // (u,v) texture coordinate
};
struct SVertexP1N1C1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
uint32_t m_color_u32; // color of the vertex
};
struct SVertexP1N1UVC1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
math::Vector2D m_uv; // (u,v) texture coordinate
uint32_t m_color_u32; // color of the vertex
};
背景是,我要渲染不同的对象。其中一些是不拥有纹理坐标或法线的基元(例如平面、球体)。另一方面,我想渲染具有法线、纹理坐标等的更复杂的对象。是否有一种聪明的方法或设计来避免对多个渲染器 classes 进行编程,而是使用单个渲染器 class?我知道,这也会影响着色器。
你可以做的是给你的每个顶点结构一个静态方法,可能叫做 EnableVertexAttribArray
或类似的东西。在此静态方法中,您在 GL_ARRAY_BUFFER
中设置顶点布局,假设已绑定正确的数组缓冲区。
struct SVertexP1N1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
static void EnableVertexAttribArray()
{
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(SVertexP1N1), (const GLvoid*)offsetof(SVertexP1N1, m_position));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(SVertexP1N1), (const GLvoid*)offsetof(SVertexP1N1, m_normal));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
}
};
然后您可以根据顶点结构创建顶点缓冲区的模板 class。例如,
template <class VertexType> class vertex_buffer
{
public:
typedef VertexType vertex_type;
vertex_buffer()
{
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_ibo);
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
vertex_type::EnableVertexAttribArray(); // <--------
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
~vertex_buffer()
{
glDeleteVertexArrays(1, &m_vao);
glDeleteBuffers(1, &m_vbo);
glDeleteBuffers(1, &m_ibo);
}
// ...
void draw()
{
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glDrawElements(GL_TRIANGLES, m_indices.size(), GL_UNSIGNED_INT, NULL);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
private:
GLuint m_vao;
GLuint m_vbo;
GLuint m_ibo;
std::vector<vertex_type> m_vertices;
std::vector<GLuint> m_indices;
}