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OpenGL ES 3.0之顶点缓冲

时间:2015-11-05 06:12:37      阅读:202      评论:0      收藏:0      [点我收藏+]

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  所谓顶点缓冲就是直接将顶点数据存储在gpu的一段缓冲区,不需要从cpu拷贝到gpu。提高了程序的运行效率。

  操作步骤

  1.创建顶点缓冲对象

  

GLuint vertexBufferID;

  2.分配空间

  

 glGenBuffers(1,  &vertexBufferID);

  3.绑定当前顶点缓冲对象

  

   glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);

  4.初始化缓冲区数据

  

   glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,  GL_STATIC_DRAW); 

  5.启用顶点属性数组

  

glEnableVertexAttribArray(GLKVertexAttribPosition);

  6.使用顶点数据进行渲染

   glVertexAttribPointer(
      GLKVertexAttribPosition, 
      3,  
      GL_FLOAT, 
      GL_FALSE, 
      sizeof(SceneVertex), 
      NULL);    

  7.绘制

  

   glDrawArrays(GL_TRIANGLES, 0,3); 

下面赋全部代码

@interface OpenGLESViewController : GLKViewController
{
   GLuint vertexBufferID;
}

@property (strong, nonatomic) GLKBaseEffect *baseEffect;

@end
#import "OpenGLESViewController.h"

@implementation OpenGLESViewController

@synthesize baseEffect;

/////////////////////////////////////////////////////////////////
// This data type is used to store information for each vertex
typedef struct {
   GLKVector3  positionCoords;
}
SceneVertex;

// Define vertex data for a triangle to use in example
static const SceneVertex vertices[] = 
{
   {{-0.5f, -0.5f, 0.0}}, // lower left corner
   {{ 0.5f, -0.5f, 0.0}}, // lower right corner
   {{-0.5f,  0.5f, 0.0}}  // upper left corner
};


/////////////////////////////////////////////////////////////////
// Called when the view controller‘s view is loaded
// Perform initialization before the view is asked to draw
- (void)viewDidLoad
{
   [super viewDidLoad];
   
   // Verify the type of view created automatically by the
   // Interface Builder storyboard
   GLKView *view = (GLKView *)self.view;
   NSAssert([view isKindOfClass:[GLKView class]],
      @"View controller‘s view is not a GLKView");
   
   // Create an OpenGL ES 2.0 context and provide it to the
   // view
   view.context = [[EAGLContext alloc] 
      initWithAPI:kEAGLRenderingAPIOpenGLES2];
   
   // Make the new context current
   [EAGLContext setCurrentContext:view.context];
   
   // Create a base effect that provides standard OpenGL ES 2.0
   // Shading Language programs and set constants to be used for 
   // all subsequent rendering
   self.baseEffect = [[GLKBaseEffect alloc] init];
   self.baseEffect.useConstantColor = GL_TRUE;
   self.baseEffect.constantColor = GLKVector4Make(
      1.0f, // Red
      1.0f, // Green
      1.0f, // Blue
      1.0f);// Alpha
   
   // Set the background color stored in the current context 
   glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // background color
   
   // Generate, bind, and initialize contents of a buffer to be 
   // stored in GPU memory
   glGenBuffers(1,                // STEP 1
      &vertexBufferID);
   glBindBuffer(GL_ARRAY_BUFFER,  // STEP 2
      vertexBufferID); 
   glBufferData(                  // STEP 3
      GL_ARRAY_BUFFER,  // Initialize buffer contents
      sizeof(vertices), // Number of bytes to copy
      vertices,         // Address of bytes to copy
      GL_STATIC_DRAW);  // Hint: cache in GPU memory
}


/////////////////////////////////////////////////////////////////
// GLKView delegate method: Called by the view controller‘s view
// whenever Cocoa Touch asks the view controller‘s view to
// draw itself. (In this case, render into a frame buffer that
// shares memory with a Core Animation Layer)
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
   [self.baseEffect prepareToDraw];
   
   // Clear Frame Buffer (erase previous drawing)
   glClear(GL_COLOR_BUFFER_BIT);
   
   // Enable use of positions from bound vertex buffer
   glEnableVertexAttribArray(      // STEP 4
      GLKVertexAttribPosition);
      
   glVertexAttribPointer(          // STEP 5
      GLKVertexAttribPosition, 
      3,                   // three components per vertex
      GL_FLOAT,            // data is floating point
      GL_FALSE,            // no fixed point scaling
      sizeof(SceneVertex), // no gaps in data
      NULL);               // NULL tells GPU to start at 
                           // beginning of bound buffer
                                   
   // Draw triangles using the first three vertices in the 
   // currently bound vertex buffer
   glDrawArrays(GL_TRIANGLES,      // STEP 6
      0,  // Start with first vertex in currently bound buffer
      3); // Use three vertices from currently bound buffer
}


/////////////////////////////////////////////////////////////////
// Called when the view controller‘s view has been unloaded
// Perform clean-up that is possible when you know the view 
// controller‘s view won‘t be asked to draw again soon.
- (void)viewDidUnload
{
   [super viewDidUnload];
   
   // Make the view‘s context current
   GLKView *view = (GLKView *)self.view;
   [EAGLContext setCurrentContext:view.context];
    
   // Delete buffers that aren‘t needed when view is unloaded
   if (0 != vertexBufferID)
   {
      glDeleteBuffers (1,          // STEP 7 
                       &vertexBufferID);  
      vertexBufferID = 0;
   }
   
   // Stop using the context created in -viewDidLoad
   ((GLKView *)self.view).context = nil;
   [EAGLContext setCurrentContext:nil];
}

@end

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OpenGL ES 3.0之顶点缓冲

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原文地址:http://www.cnblogs.com/salam/p/4937617.html

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