OpenGL-ES 学习(12) ---- VBO EBO VAO
目录
- VBO 定义
- VBO 创建
- 统一VertexData
- 使用 VBO 绘制
- VAO
VBO 定义
VBO
(Vertex Buffer Object
) 是指顶点缓冲区对象,而 EBO
(Element Buffer Object
)是指图元索引缓冲区对象,VBO
和 EBO
实际上是同一类 buffer
按照用途的不同称呼
OpenGL-ES2.0
编程中,用于绘制的顶点数组数据首先保存在系统内存,在调用 glDrawArrays
或者 glDrawElements
等进行绘制的时候,需要将顶点数组数据从系统内存拷贝到显存,但是很多时候我们没必要在每次绘制的时候进行内存拷贝,如果可以在显存中缓存这些数据,就可以在很大程度上降低内存拷贝带来的开销
OpenGL-ES
支持的缓冲区对象包含:
- 数组缓冲区对象
GL_ARRAY_BUFFER
指定数组缓冲区对象用于创建保存顶点数据的缓冲区对象 - 元素数组缓冲区对象
GL_ELEMENT_ARRAY_BUFFER
用于创建保存图元索引的缓冲区对象 - 统一变量缓冲区
- 变换反馈缓冲区
- 像素解包缓冲区
- 像素包装缓冲器
- 复制缓冲区
OpenGL-ES3.0
编程中,VBO
和 EBO
的出现就是为了解决这个问题
VBO
和 EBO
的作用就是在显存中提前开辟好一段内存,用于缓存顶点数据或者图元索引数据,从而避免每次绘制时 CPU
和 GPU
之间的内存拷贝,改进渲染性能,降低内存带宽和功耗
GL_Array_Buffer
标志指定的缓冲区对象用于保存顶点数组GL_Element_Array_Buffer
用于标识指定缓冲区对象用于保存图元索引
VBO 创建
VBO
创建的基本流程如下所示:
// 创建两个VBO
glGenBuffers(2, userData->vboIds);//绑定第一个VBO,拷贝顶点数组到显存
glBindBuffer(GL_ARRAY_BUFFER, userData->vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, vtxStride * numVertices, vtxBuf, GL_STATIC_DRAW);//绑定第二个VBO,拷贝图元索引的显存(EBO)
//可以认为图元索引也需要同时标志为(Element Buffer object)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, userData->vboIds[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort) * numIndices, indices, GL_STATIC_DRAW);
void glBufferData( GLenum target, GLsizeiptr size, const void * data, GLenum usage);
注意第二个和第三个参数:
GLsizeiptr size
: 顶点存储区的实际大小(Bytes 为单位)const void * data
: 指向顶点存储区的指针
统一VertexData
前面章节三角形的 demo 中,Vertex Array
的值得单独设定的,但是 Vertex
的颜色是使用的固定值,这里可以给每个Vertex
单独设定颜色
顶点位置和顶点颜色可以放在同一个数组中,通过 glVertexAttribPointer
的起始位置和 stride
进行区分,示意如下:
示例代码如下:(不使用 VBO
绘制)
#define VERTEX_POS_SIZE 3 // x, y and z
#define VERTEX_COLOR_SIZE 4 // r, g, b, and a#define VERTEX_POS_INDX 0
#define VERTEX_COLOR_INDX 1//代码起点,绘制函数
void Draw ( ESContext *esContext ) {UserData *userData = esContext->userData;// 3 vertices, with (x,y,z) ,(r, g, b, a) per-vertexGLfloat vertices[3 * ( VERTEX_POS_SIZE + VERTEX_COLOR_SIZE )] = {-0.5f, 0.5f, 0.0f, // v01.0f, 0.0f, 0.0f, 1.0f, // c0-1.0f, -0.5f, 0.0f, // v10.0f, 1.0f, 0.0f, 1.0f, // c10.0f, -0.5f, 0.0f, // v20.0f, 0.0f, 1.0f, 1.0f, // c2};// Index buffer dataGLushort indices[3] = { 0, 1, 2 };glViewport ( 0, 0, esContext->width, esContext->height );glClear ( GL_COLOR_BUFFER_BIT );glUseProgram ( userData->programObject );glUniform1f ( userData->offsetLoc, 0.0f );DrawPrimitiveWithoutVBOs ( vertices,sizeof ( GLfloat ) * ( VERTEX_POS_SIZE + VERTEX_COLOR_SIZE ),3, indices );}void DrawPrimitiveWithoutVBOs ( GLfloat *vertices,GLint vtxStride, GLint numIndices, GLushort *indices ){GLfloat *vtxBuf = vertices;glBindBuffer ( GL_ARRAY_BUFFER, 0 );glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER, 0 );glEnableVertexAttribArray ( VERTEX_POS_INDX );glEnableVertexAttribArray ( VERTEX_COLOR_INDX );glVertexAttribPointer ( VERTEX_POS_INDX, VERTEX_POS_SIZE,GL_FLOAT, GL_FALSE, vtxStride,vtxBuf );vtxBuf += VERTEX_POS_SIZE;//注意vertex color 加上了偏移量glVertexAttribPointer ( VERTEX_COLOR_INDX,VERTEX_COLOR_SIZE, GL_FLOAT,GL_FALSE, vtxStride, vtxBuf );glDrawElements ( GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT,indices );glDisableVertexAttribArray ( VERTEX_POS_INDX );glDisableVertexAttribArray ( VERTEX_COLOR_INDX );}
使用 VBO 绘制
使用 VBO
绘制的参考代码如下:
#define VERTEX_POS_SIZE 3 // x, y and z
#define VERTEX_COLOR_SIZE 4 // r, g, b, and a#define VERTEX_POS_INDX 0
#define VERTEX_COLOR_INDX 1void Draw ( ESContext *esContext ) {UserData *userData = esContext->userData;// 3 vertices, with (x,y,z) ,(r, g, b, a) per-vertexGLfloat vertices[3 * ( VERTEX_POS_SIZE + VERTEX_COLOR_SIZE )] = {-0.5f, 0.5f, 0.0f, // v01.0f, 0.0f, 0.0f, 1.0f, // c0-1.0f, -0.5f, 0.0f, // v10.0f, 1.0f, 0.0f, 1.0f, // c10.0f, -0.5f, 0.0f, // v20.0f, 0.0f, 1.0f, 1.0f, // c2};// Index buffer dataGLushort indices[3] = { 0, 1, 2 };glViewport ( 0, 0, esContext->width, esContext->height );glClear ( GL_COLOR_BUFFER_BIT );glUseProgram ( userData->programObject );glUniform1f ( userData->offsetLoc, 0.0f );DrawPrimitiveWithVBOs(esContext, 4, vertices,sizeof(GLfloat) * (VERTEX_POS_SIZE + VERTEX_COLOR_SIZE),4, indices);}static void DrawPrimitiveWithVBOs(ESContext *esContext,GLint numVertices, GLfloat *vtxBuf,GLint vtxStride, GLint numIndices,GLushort *indices) {UserData *userData = esContext->userData;GLuint offset = 0;// vboIds[0] - used to store vertex attribute data// vboIds[l] - used to store element indices (EBO)if (userData->vboIds[0] == 0 && userData->vboIds[1] == 0){// Only allocate on the first drawglGenBuffers(2, userData->vboIds);glBindBuffer(GL_ARRAY_BUFFER, userData->vboIds[0]);glBufferData(GL_ARRAY_BUFFER, vtxStride * numVertices, vtxBuf, GL_STATIC_DRAW);// Using EBO (Element Buffer Object) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, userData->vboIds[1]);glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort) * numIndices, indices, GL_STATIC_DRAW);}//bind VBO every time (VBO including vertex array & color array)glBindBuffer(GL_ARRAY_BUFFER, userData->vboIds[0]);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, userData->vboIds[1]);glEnableVertexAttribArray(VERTEX_POS_INDX);glEnableVertexAttribArray(VERTEX_COLOR_INDX);// notice offset value(not using buffer pointer)glVertexAttribPointer(VERTEX_POS_INDX, VERTEX_POS_SIZE,GL_FLOAT, GL_FALSE, vtxStride, (const void *)offset);offset += VERTEX_POS_SIZE * sizeof(GLfloat);glVertexAttribPointer(VERTEX_COLOR_INDX,VERTEX_COLOR_SIZE,GL_FLOAT, GL_FALSE, vtxStride,(const void *)offset);glDrawArrays(GL_TRIANGLES, 0, 3);//glDrawElements ( GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT,0 );glDisableVertexAttribArray(VERTEX_POS_INDX);glDisableVertexAttribArray(VERTEX_COLOR_INDX);glBindBuffer(GL_ARRAY_BUFFER, 0);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
注意的是此时 glVertexAttribPointer 最后一个参数offset 设置的是 0
和 VERTEX_POS_SIZE
要特别注意的是 使用VBO绘制时,glDrawElements
最后一个参数 indices
: 指向一段存储区,缓存在顶点数组中顶点的偏移设置为0
VAO
VAO
(Vertex Array Object
)是指顶点数组对象,主要用于管理 VAO
或者 EBO
,减少 glBindBuffer
,glEnableVertexAttribArray
,glVertexAttribPointer
这些调用操作,高效实现在顶点数组之间切换
- 正常情况下每次绘制使用
VBO
EBO
的操作如下
//第一次需要创建VBO,EBO index,然后拷贝相应数据
......
//excute every time
glBindBuffer ( GL_ARRAY_BUFFER, userData->vboIds[0] );
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER, userData->vboIds[1] );glEnableVertexAttribArray ( VERTEX_POS_INDX );
glEnableVertexAttribArray ( VERTEX_COLOR_INDX );glVertexAttribPointer ( VERTEX_POS_INDX, VERTEX_POS_SIZE,GL_FLOAT, GL_FALSE, VERTEX_STRIDE, ( const void * ) 0 );glVertexAttribPointer ( VERTEX_COLOR_INDX, VERTEX_COLOR_SIZE,GL_FLOAT, GL_FALSE, VERTEX_STRIDE,( const void * ) ( VERTEX_POS_SIZE * sizeof ( GLfloat ) ) );glDisableVertexAttribArray(VERTEX_POS_INDX);glDisableVertexAttribArray(VERTEX_COLOR_INDX);glBindBuffer(GL_ARRAY_BUFFER, 0);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- 现在使用
VAO
,只需要第一次 bind 上面的操作,以后每次 enbale VAO 就可以
示例代码:
#define VERTEX_POS_SIZE 3 // x, y and z
#define VERTEX_COLOR_SIZE 4 // r, g, b, and a#define VERTEX_POS_INDX 0
#define VERTEX_COLOR_INDX 1#define VERTEX_STRIDE ( sizeof(GLfloat) * \( VERTEX_POS_SIZE + \VERTEX_COLOR_SIZE ) )
int Init ( ESContext *esContext )
{UserData *userData = esContext->userData;const char vShaderStr[] ="#version 300 es \n""layout(location = 0) in vec4 a_position; \n""layout(location = 1) in vec4 a_color; \n""out vec4 v_color; \n""void main() \n""{ \n"" v_color = a_color; \n"" gl_Position = a_position; \n""}";const char fShaderStr[] ="#version 300 es \n""precision mediump float; \n""in vec4 v_color; \n""out vec4 o_fragColor; \n""void main() \n""{ \n"" o_fragColor = v_color; \n""}" ;GLuint programObject;// 3 vertices, with (x,y,z) ,(r, g, b, a) per-vertexGLfloat vertices[3 * ( VERTEX_POS_SIZE + VERTEX_COLOR_SIZE )] ={0.0f, 0.5f, 0.0f, // v01.0f, 0.0f, 0.0f, 1.0f, // c0-0.5f, -0.5f, 0.0f, // v10.0f, 1.0f, 0.0f, 1.0f, // c10.5f, -0.5f, 0.0f, // v20.0f, 0.0f, 1.0f, 1.0f, // c2};// Index buffer dataGLushort indices[3] = { 0, 1, 2 };// Create the program objectprogramObject = esLoadProgram ( vShaderStr, fShaderStr );if ( programObject == 0 ){return GL_FALSE;}// Store the program objectuserData->programObject = programObject;// Generate VBO Ids and load the VBOs with dataglGenBuffers ( 2, userData->vboIds );glBindBuffer ( GL_ARRAY_BUFFER, userData->vboIds[0] );glBufferData ( GL_ARRAY_BUFFER, sizeof ( vertices ),vertices, GL_STATIC_DRAW );glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER, userData->vboIds[1] );glBufferData ( GL_ELEMENT_ARRAY_BUFFER, sizeof ( indices ),indices, GL_STATIC_DRAW );// Generate VAO IdglGenVertexArrays ( 1, &userData->vaoId );// Bind the VAO and then setup the vertex // attributes 将下面VBO的操作绑定glBindVertexArray ( userData->vaoId );glBindBuffer ( GL_ARRAY_BUFFER, userData->vboIds[0] );glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER, userData->vboIds[1] );glEnableVertexAttribArray ( VERTEX_POS_INDX );glEnableVertexAttribArray ( VERTEX_COLOR_INDX );glVertexAttribPointer ( VERTEX_POS_INDX, VERTEX_POS_SIZE,GL_FLOAT, GL_FALSE, VERTEX_STRIDE, ( const void * ) 0 );glVertexAttribPointer ( VERTEX_COLOR_INDX, VERTEX_COLOR_SIZE,GL_FLOAT, GL_FALSE, VERTEX_STRIDE,( const void * ) ( VERTEX_POS_SIZE * sizeof ( GLfloat ) ) );// Reset to the default VAOglBindVertexArray ( 0 );glClearColor ( 1.0f, 1.0f, 1.0f, 0.0f );return GL_TRUE;
}void Draw ( ESContext *esContext )
{UserData *userData = esContext->userData;glViewport ( 0, 0, esContext->width, esContext->height );glClear ( GL_COLOR_BUFFER_BIT );glUseProgram ( userData->programObject );// Bind the VAO 因为上面已经绑定了VAO,现在只需要这一步操作就可以了glBindVertexArray ( userData->vaoId );// Draw with the VAO settingsglDrawElements ( GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, ( const void * ) 0 );// Return to the default VAOglBindVertexArray ( 0 );
}