Vertex Atrributes

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:

 

  

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:

 

   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):

#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):

#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:        

      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”。

     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。

       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:

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: 

#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);
}


 

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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