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Vertex Atrributes

2015-06-24 08:54 302 查看


一、Vertex Attributes简介

Vertex属性即顶点数据,它指定了每个顶点的各种属性数据。在OpenGL ES1.1中,顶点属性有四个预定义的名字:position(位置), normal(法线), color(颜色), 和 texture coordinates(纹理坐标)。在OpenGL ES2.0中,用户必须定义“顶点属性的名字”。


二、常量顶点属性(Constant Vertex Attribute)

常量顶点属性对所有顶点都是一样的。因此只需要指定一个值就可以应用于所有顶点。一般很少使用。其设置函数有:

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void glVertexAttrib1f(GLuint index, GLfloat x);

void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y);

void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);

void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z,GLfloat w);

void glVertexAttrib1fv(GLuint index, const GLfloat *values);

void glVertexAttrib2fv(GLuint index, const GLfloat *values);

void glVertexAttrib3fv(GLuint index, const GLfloat *values);

void glVertexAttrib4fv(GLuint index, const GLfloat *values);


三、 如何装载顶点数据?(Vertex Arrays)

Vertex Array(顶点数组):是一个存储在应用程序空间(Client)中的内存buffer,它存储了每个顶点的属性数据。

如何把顶点数据组的数据传递给GPU呢?

void glVertexAttribPointer(GLuint index,

GLint size, //每个属性元素个数有效值1-4(x,y,z,w)

GLenum type,

GLboolean normalized,

GLsizei stride, //如果数据连续存放,则为0

const void *ptr) //顶点数组指针

举例如下:

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GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f,

-0.5f, -0.5f, 0.0f,

0.5f, -0.5f, 0.0f };

// Set the viewport

glViewport ( 0, 0, esContext->width, esContext->height );

// Clear the color buffer

glClear ( GL_COLOR_BUFFER_BIT );

// Use the program object

glUseProgram (programObject );

// Load the vertex data

glVertexAttribPointer ( 0, 3, GL_FLOAT, GL_FALSE, 0, vVertices );


四、顶点属性数据存储方式

1.一个顶点的所有属性存储在一起(Array of Structures)

如下图所示,顶点的位置(x,y,z)、法线(x,y,z)和两个纹理坐标(s,t)存储在一起,如下图所示:



例子代码如下(当然,此代码在CPU上运动):

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#define VERTEX_POS_SIZE 3 // x, y and z

#define VERTEX_NORMAL_SIZE 3 // x, y and z

#define VERTEX_TEXCOORD0_SIZE 2 // s and t

#define VERTEX_TEXCOORD1_SIZE 2 // s and t

#define VERTEX_POS_INDX 0

#define VERTEX_NORMAL_INDX 1

#define VERTEX_TEXCOORD0_INDX 2

#define VERTEX_TEXCOORD1_INDX 3

// the following 4 defines are used to determine location of various

// attributes if vertex data is are stored as an array of structures

#define VERTEX_POS_OFFSET 0

#define VERTEX_NORMAL_OFFSET 3

#define VERTEX_TEXCOORD0_OFFSET 6

#define VERTEX_TEXCOORD1_OFFSET 8

#define VERTEX_ATTRIB_SIZE VERTEX_POS_SIZE + \

VERTEX_NORMAL_SIZE + \

VERTEX_TEXCOORD0_SIZE + \

VERTEX_TEXCOORD1_SIZE

float *p = malloc(numVertices * VERTEX_ATTRIB_SIZE

* sizeof(float));

// position is vertex attribute 0

glVertexAttribPointer(VERTEX_POS_INDX, VERTEX_POS_SIZE,

GL_FLOAT, GL_FALSE,

VERTEX_ATTRIB_SIZE * sizeof(float),

p+VERTEX_POS_OFFSET);

// normal is vertex attribute 1

glVertexAttribPointer(VERTEX_NORMAL_INDX, VERTEX_NORMAL_SIZE,

GL_FLOAT, GL_FALSE,

VERTEX_ATTRIB_SIZE * sizeof(float),

(p + VERTEX_NORMAL_OFFSET));

// texture coordinate 0 is vertex attribute 2

glVertexAttribPointer(VERTEX_TEXCOORD0_INDX, VERTEX_TEXCOORD0_SIZE,

GL_FLOAT, GL_FALSE,

VERTEX_ATTRIB_SIZE * sizeof(float),

(p + VERTEX_TEXCOORD0_OFFSET));

// texture coordinate 1 is vertex attribute 3

glVertexAttribPointer(VERTEX_TEXCOORD1_INDX, VERTEX_TEXCOORD1_SIZE,

GL_FLOAT, GL_FALSE,

VERTEX_ATTRIB_SIZE * sizeof(float),

(p + VERTEX_TEXCOORD1_OFFSET));

2. 顶点的每个属性单独存储(Structure of Arrays)

例子代码如下(当然,此代码在CPU上运动):

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#define VERTEX_POS_SIZE 3 // x, y and z

#define VERTEX_NORMAL_SIZE 3 // x, y and z

#define VERTEX_TEXCOORD0_SIZE 2 // s and t

#define VERTEX_TEXCOORD1_SIZE 2 // s and t

#define VERTEX_POS_INDX 0

#define VERTEX_NORMAL_INDX 1

#define VERTEX_TEXCOORD0_INDX 2

#define VERTEX_TEXCOORD1_INDX 3

#define VERTEX_ATTRIB_SIZE VERTEX_POS_SIZE + \

VERTEX_NORMAL_SIZE + \

VERTEX_TEXCOORD0_SIZE + \

VERTEX_TEXCOORD1_SIZE

float *position = malloc(numVertices * VERTEX_POS_SIZE *

sizeof(float));

float *normal = malloc(numVertices * VERTEX_NORMAL_SIZE *

sizeof(float));

float *texcoord0 = malloc(numVertices * VERTEX_TEXCOORD0_SIZE *

sizeof(float));

float *texcoord1 = malloc(numVertices * VERTEX_TEXCOORD1_SIZE *

sizeof(float));

// position is vertex attribute 0

glVertexAttribPointer(VERTEX_POS_INDX, VERTEX_POS_SIZE,

GL_FLOAT, GL_FALSE,

VERTEX_POS_SIZE * sizeof(float), position);

// normal is vertex attribute 1

glVertexAttribPointer(VERTEX_NORMAL_INDX, VERTEX_NORMAL_SIZE,

GL_FLOAT, GL_FALSE,

VERTEX_NORMAL_SIZE * sizeof(float), normal);

// texture coordinate 0 is vertex attribute 2

glVertexAttribPointer(VERTEX_TEXCOORD0_INDX, VERTEX_TEXCOORD0_SIZE,

GL_FLOAT, GL_FALSE, VERTEX_TEXCOORD0_SIZE *

sizeof(float), texcoord0);

// texture coordinate 1 is vertex attribute 3

glVertexAttribPointer(VERTEX_TEXCOORD1_INDX, VERTEX_TEXCOORD1_SIZE,

GL_FLOAT, GL_FALSE,

VERTEX_TEXCOORD1_SIZE * sizeof(float), //也可为0,因为数据是紧接着存放的

texcoord1);

3. 哪种顶点属性数据存储方式在GPU上性能更好?

答案是:把一个顶点的所有属性放在一起(array of structures)。其原因是每个顶点的属性数据以连续的方式读取,使内存访问效率更高。其缺点是,如果要修改其中部分属性数据,将导致整个属性buffer全部重新装载,解决此问题的方法是把这些需要动态修改的属性数据放在单独的buffer中。


五、 顶点属性数据类型优化

顶点属性数据类型不会影响在GPU上每个顶点占用的内存,但在Render a Frame时,它影响CPU与GPU之间的内存带宽。推荐尽量使用GL_HALF_FLOAT_OES。


六、glVertexAttribPointer中的归一化参数

如果normalized为GL_FALSE:则直接把数据转换为GLfloat,因为Vertex Shader内部把顶点属性当作GLfloat(32位)来进行存储。

GL_BYTE, GL_SHORT or GL_FIXED被归一化为[-1,1];GL_UNSIGNED_BYTE or GL_UNSIGNED_SHORT被归一化为[0.0,1.0]。具体转换公式为:




七、选择常量或顶点数组Vertex Attribute

可通过以下函数来Enable或Disable顶点数组(Vertex Array)。

void glEnableVertexAttribArray(GLuint index);

void glDisableVertexAttribArray(GLuint index);

其关系如下图所示:




八、申明attribute变量(在Vertex Shader中)

Attribute变量的数据类型只能为:float, vec2,vec3, vec4, mat2, mat3, and mat4;Attribute变量不能为数组或结构。如下面的申明是错误的:

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attribute foo_t a_A; // foo_t is a structure

attribute vec4 a_B[10];

每个GPU支持GL_MAX_VERTEX_ATTRIBS vec4。float、vec2和vec3也被当作一个vec4来进行存储;mat2、mat3、mat4被分别当作2、3、和4个vec4来进行存储。


九、把“顶点属性索引”绑定到“顶点属性名”

把“顶点属性索引”绑定到“顶点属性名”有以下两个方法:

1)OpenGL ES 2.0把“顶点属性索引”绑定到“顶点属性名”,当link program时,OpengGL ES 2.0执行此绑定。然后应用程序通过glGetAttribLocation(失败时返回-1)获取“顶点属性索引”。

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GLint glGetAttribLocation(GLuint program, const GLchar *name)

2)应用程序通过glBindAttribLocation把“顶点属性索引”绑定到“顶点属性名”,glBindAttribLocation在program被link之前执行。

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void glBindAttribLocation(GLuint program, GLuint index,const GLchar *name)

在link program时,OpenGL ES 2.0对每个顶点属性执行如下操作:

(1)首先检查属性变量是否被通过glBindAttribLocation绑定了属性索引,如果是,则使用此绑定的属性索引;否则,为之分配一个属性索引。

在应用程序中,一般使用函数glBindAttribLocation来绑定每个attribute变量的位置,然后用函数glVertexAttribPointer为每个attribute变量赋值。


十、顶点buffer对象(Vertex Buffer Objects)

顶点数组(Vertex Array)被保存在客户端内存,当执行glDrawArrays 或 glDrawElements时,才把它们从客户端内存copy到图形内存。这样占用了大量的内存带宽,Vertex Buffer Objects允许OpengGL ES2.0应用在高性能的图形内存中分配并cache顶点数据,然后从此图形内存中执行render,这样避免了每次画一个原语都要重发送数据。

Vertex Buffer Objects有以下两种类型:

(1)array buffer objects:通过GL_ARRAY_BUFFER标记创建,并存储vertex data。

(2)element array buffer objects:通过GL_ELEMENT_ARRAY_BUFFER标记创建,并存储indices of a primitive。

创建和绑定Vertex Buffer Objects例子代码如下:

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void initVertexBufferObjects(vertex_t *vertexBuffer,

GLushort *indices,

GLuint numVertices, GLuint numIndices

GLuint *vboIds)

{

glGenBuffers(2, vboIds);

glBindBuffer(GL_ARRAY_BUFFER, vboIds[0]);

glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(vertex_t),

vertexBuffer, GL_STATIC_DRAW); //save vertex attribute data

// bind buffer object for element indices

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[1]);

glBufferData(GL_ELEMENT_ARRAY_BUFFER,

numIndices * sizeof(GLushort),indices,

GL_STATIC_DRAW); // save element indices that make up the primitive

}

有无Vertex Buffer Object画图例子:

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#define VERTEX_POS_SIZE 3 // x, y and z

#define VERTEX_NORMAL_SIZE 3 // x, y and z

#define VERTEX_TEXCOORD0_SIZE 2 // s and t

#define VERTEX_POS_INDX 0

#define VERTEX_NORMAL_INDX 1

#define VERTEX_TEXCOORD0_INDX 2

//

// vertices – pointer to a buffer that contains vertex attribute

data

// vtxStride – stride of attribute data / vertex in bytes

// numIndices – number of indices that make up primitive

// drawn as triangles

// indices - pointer to element index buffer.

//

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_NORMAL_INDX);

glEnableVertexAttribArray{VERTEX_TEXCOORD0_INDX);

glVertexAttribPointer(VERTEX_POS_INDX, VERTEX_POS_SIZE,

GL_FLOAT, GL_FALSE, vtxStride, vtxBuf);

vtxBuf += VERTEX_POS_SIZE;

glVertexAttribPointer(VERTEX_NORMAL_INDX, VERTEX_NORMAL_SIZE,

GL_FLOAT, GL_FALSE, vtxStride, vtxBuf);

vtxBuf += VERTEX_NORMAL_SIZE;

glVertexAttribPointer(VERTEX_TEXCOORD0_INDX,

VERTEX_TEXCOORD0_SIZE, GL_FLOAT,

GL_FALSE, vtxStride, vtxBuf);

glBindAttribLocation(program, VERTEX_POS_INDX, "v_position");

glBindAttribLocation(program, VERTEX_NORMAL_INDX, "v_normal");

glBindAttribLocation(program, VERTEX_TEXCOORD0_INDX,"v_texcoord");

glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT,indices);

}

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void drawPrimitiveWithVBOs(GLint numVertices, GLfloat *vtxBuf,

GLint vtxStride, GLint numIndices,

GLushort *indices)

{

GLuint offset = 0;

GLuint vboIds[2];

// vboIds[0] – used to store vertex attribute data

// vboIds[1] – used to store element indices

glGenBuffers(2, vboIds);

glBindBuffer(GL_ARRAY_BUFFER, vboIds[0]);

glBufferData(GL_ARRAY_BUFFER, vtxStride * numVertices,

vtxBuf, GL_STATIC_DRAW);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[1]);

glBufferData(GL_ELEMENT_ARRAY_BUFFER,

sizeof(GLushort) * numIndices,

indices, GL_STATIC_DRAW);

glEnableVertexAttribArray(VERTEX_POS_INDX);

glEnableVertexAttribArray(VERTEX_NORMAL_INDX);

glEnableVertexAttribArray{VERTEX_TEXCOORD0_INDX);

glVertexAttribPointer(VERTEX_POS_INDX, VERTEX_POS_SIZE,

GL_FLOAT, GL_FALSE, vtxStride,

(const void*)offset);

offset += VERTEX_POS_SIZE * sizeof(GLfloat);

glVertexAttribPointer(VERTEX_NORMAL_INDX, VERTEX_NORMAL_SIZE,

GL_FLOAT, GL_FALSE, vtxStride,

(const void*)offset);

offset += VERTEX_NORMAL_SIZE * sizeof(GLfloat);

glVertexAttribPointer(VERTEX_TEXCOORD0_INDX,

VERTEX_TEXCOORD0_SIZE,

GL_FLOAT, GL_FALSE, vtxStride,

(const void*)offset);

glBindAttribLocation(program, VERTEX_POS_INDX, "v_position");

glBindAttribLocation(program, VERTEX_NORMAL_INDX, "v_normal");

glBindAttribLocation(program, VERTEX_TEXCOORD0_INDX,"v_texcoord");

glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0);

glDeleteBuffers(2, vboIds);

}
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