OpenGL-渲染不同的顶点格式

Opengl - rendering different vertex formats

本文关键字:顶点 格式 OpenGL-      更新时间:2023-10-16

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,例如,为每个顶点布局定义一个渲染器类)。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,我想渲染不同的对象。其中一些是没有纹理坐标或正常的原始物(例如飞机,球体)。另一方面,我想渲染具有正常,纹理坐标等的更复杂的对象。是否有智能方法或设计以避免编程多个渲染器类,而是使用单个渲染器类?我知道,这也会影响着着色器。

您可以做的是给出每个顶点structs静态方法,也许称为EnableVertexAttribArray或类似的东西。在这种静态方法中,您在GL_ARRAY_BUFFER中设置了顶点布局,假设正确的数组缓冲区已绑定。

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进行顶点缓冲区的模板类。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;
}