使用结构初始化OpenGL VBO



我在向OpenGL VBO 添加struct时遇到问题

这是我的struct

struct Vertex {
//vertices
std::vector<glm::vec3> vertices;
//texture coordinates
std::vector<glm::vec3> texCord;
}

这就是我如何分配和初始化VBO

glGenVertexArrays(1, &buffer.VAO);
glGenBuffers(1, &buffer.VBO);
glGenBuffers(1, &buffer.EBO);
glBindBuffer(GL_ARRAY_BUFFER, buffer.VAO);
//Initialize buffer data 
glBindBuffer(GL_ARRAY_BUFFER, buffer.VBO);
glBufferData(GL_ARRAY_BUFFER,
vertex.vertices.size() * sizeof(glm::vec3) +
vertex.texCord.size() * sizeof(glm::vec3)
&vertex,
GL_STATIC_DRAW);
//indices attribute
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertex.indices.size() * sizeof(glm::vec2), &vertex.indices[0], GL_STATIC_DRAW);
//vertices coordinates attribute
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, vertices));
//texture coordinates attribute
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texCord));

我的绘图命令看起来像这个

glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(buffer.VAO);
glDrawElements(GL_TRIANGLES, vertex.indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);

是否可以用原始struct初始化缓冲区数据?如果可以,如何初始化?

std::vector存储一个指向动态分配内存的指针。但是,必须将连续缓冲区传递给glBufferData
使用glBufferData创建对象的数据存储,但使用glBufferSubData初始化缓冲区:

size_t vertexSize = vertex.vertices.size() * sizeof(glm::vec3);
size_t texCordSize = vertex.texCord.size() * sizeof(glm::vec3);
glBufferData(GL_ARRAY_BUFFER, vertexSize + texCordSize, nullptr, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexSize, vertex.vertices.data());
glBufferSubData(GL_ARRAY_BUFFER, vertexSize, texCordSize, vertex.texCord.data());

感谢@Rabbid76,我现在解决了我的问题。代码在下面。

注意:在用glBufferSubData填充数据之前,我需要创建缓冲区

glGenVertexArrays(1, &buffer.VAO);
glGenBuffers(1, &buffer.VBO);
glGenBuffers(1, &buffer.EBO);
glBindBuffer(GL_ARRAY_BUFFER, buffer.VAO);
int vertexSize = sizeof(glm::vec3) * vertex.vertices.size();
int texCordSize = sizeof(glm::vec2) * vertex.texCord.size();
int totalSize = vertexSize + texCordSize;
int indicesSize = sizeof(unsigned int) * vertex.indices.size();
//Create Buffer dynamically
glBufferData(GL_ARRAY_BUFFER, totalSize, NULL, GL_DYNAMIC_DRAW);
//Fill the buffer with data 
glBindBuffer(GL_ARRAY_BUFFER, buffer.VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexSize, vertex.vertices.data());
glBufferSubData(GL_ARRAY_BUFFER, vertexSize, texCordSize, vertex.texCord.data());
//indices attribute
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesSize, vertex.indices.data(), GL_STATIC_DRAW);
//position attribute
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3) + sizeof(glm::vec2), (void*)0);

//texture attribute
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec3) + sizeof(glm::vec2), (void*)sizeof(glm::vec3));
glBindVertexArray(0);

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