产生原因: Opengl对几何图元的绘制需要大量的函数调用,每个函数调用都需要时间,为了减少这部分时间。减少图元绘制过程调用的函数 步骤: 1.激活 glEnableClientState(param) GL_VERTEX_ARRAY GL_COLOR_ARRAY GL_SECONDARY_COLOR_ARRAY GL_INDEX_ARRAY GL_NORMAL_ARRAY GL_FOG_COORDINATE_ARRAY GL_TEXTURE_COORD_ARRAY GL_EDGE_FLAG_ARRAY 2.指定数组的数据 glColorPointer glSecondaryColorPointer gl**Pointer 3.解引用单个数组元素 glArrayElement(index) | ||||||||
void glColorPointer (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); size:每组颜色所占数组元素格式,(RGB每个分量各占1,因此size=3) type:每一个分量对应的数据类型 stride 跳跃值:当多个类型数据在同一个数组存储时,用跳跃值来区分。 比如pointer[]={r1,g1,b1,v1x,v1y,v1z,r2,g2,b2,v2x,v2y,v2z}用来存储颜色和顶点值 那么stride=6*sizeof(float) 因为pointer[0]是第1组颜色的起点pointer[2]第二组颜色的起点位置。 一般将不同类型的数据分别存储,那么这个值就是0 pointer :存储颜色数据的数组 | ||||||||
void glArrayElement (GLint i); i:可以理解为图元的一点。 比如:glVertexPointer(3,GL_FLOAT,0,vertices); 当i=2是,对应的点为vertices[3]~vertices[5] | ||||||||
解引用数组元素的一个列表 glDrawElements (GLenum mode, GLsizei *count, GLenum type, const GLvoid *indices); 相当于: glbegin(mode) for(i=0;i<count<i++) glArrayElement(indices[i]); glend(); | ||||||||
解引用多个数组元素 glMultiDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,GLsizei primcount) 相当于: for(i=0;i<primcount;<i++) glDrawElements(mode,count[i],type,indices[i]) | ||||||||
解引用一个数组元素序列 void glDrawArrays (GLenum mode, GLint first, GLsizei count); 相当于: glBegin(mode) for(i=0;i<count;<i++) {glArrayElement(first+i)} glEnd(); 解引用多个数组元素序列 glMultiDrawArrays(GLenum mode, GLint* first, GLsizei *count, GLsizei primcount); 相当于: for(i=0;i<primcount;<i++) {glDrawArrays(mode,first[i],count[i])} | ||||||||
顶点数组对象 随着程序逐渐增大并且使用更多的模型,有时每个帧可能存在多个顶点数组的切换,比如在一帧有一个矩形 一个三角形,一个多边形,那么每次重绘时都需要解引用(glColorPointer),以更改其中的值。造成了大量函数调用。顶点数组对象可以解决这个问题,简单的说,顶点数组对象像是一个顶点数组集合,在集合1位置存储矩形顶点数组,集合2位置存储三角形顶点数组,集合3位置存储多边形顶点数组。那么每次绘制不同的图形时只需要从相应的位置取出即可 | ||||||||
做法: 1.生成顶点数组对象 glGenVertexArrays(Glsizei n,Gluint *arrays) 在其中定义图元的详细信息 2.创建与绑定顶点数组对象 glBindVertexArray(Gluint array) 3.当使用时再次调用 glBindVertexArray(Gluint array) | ||||||||
glDeleteVertexArrays(Glsizei n,Gluint *arrays) glIsVertexArrays(Gluint array) |
#include "header.h" GLuint texture[1]; # define DRAWQUAD #ifdef DRAWQUAD static GLfloat vertices[]={0,0,50,//0 100,0,50,//1 100,100,50,//2 0,100,50,//3 0,0,-50,//4 100,0,-50,//5 100,100,-50,//6 0,100,-50//7 }; static GLfloat colors[]={1.0,0.2,0.2, 0.2,0.2,1.0, 0.8,1.0,0.2, 0.75,0.75,0.75, 0.35,0.35,0.35, 0.5,0.5,0.5}; static GLfloat textCootr[]={ 0.0,0.0, //0 1.0,0.0, //1 1.0,1.0, //2 0.0,1.0, //3 0.0,1.0, //4 0.0,0.0, //5 1.0,0.0, //6 1.0,1.0 //7 }; #else static GLfloat vertices[]={25,25,0,100,325,0,175,25,0,175,325,0,250,25,0,325,325,0}; static GLfloat colors[]={1.0,0.2,0.2, 0.2,0.2,1.0, 0.8,1.0,0.2, 0.75,0.75,0.75, 0.35,0.35,0.35, 0.5,0.5,0.5,0.7,0.8,0.2,0.3,0.5,0.7}; #endif double quard=0.0; void setupVertices() { //glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(3,GL_FLOAT,0,colors); glVertexPointer(3,GL_FLOAT,0,vertices); //glTexCoordPointer(2,GL_FLOAT,0,textCootr); } void init() { glClearColor(1.0,1.0,1.0,0.0); glViewport(0,0,600,480); glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-300,300,-200,280,-100,100); glMatrixMode(GL_MODELVIEW); setupVertices(); } void rotate() { quard+=0.1; glutPostRedisplay(); } void mouse(int button,int state,int x,int y) { switch(button) { case GLUT_LEFT_BUTTON: if(GLUT_DOWN==state) { glutIdleFunc(rotate); }else { //glutIdleFunc(0); } } } static GLubyte front[]={3,2,1,0}; static GLubyte behind[]={7,6,5,4}; static GLubyte left[]={7,4,0,3}; static GLubyte right[]={6,5,1,2}; static GLubyte top[]={7,3,2,6}; static GLubyte bottom[]={0,4,5,1}; static GLubyte all[]={3,2,1,0,7,6,5,4,7,4,0,3,6,5,1,2,7,3,2,6,0,4,5,1}; void display(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glRotatef(quard,0,1,1); ; #ifdef DRAWQUAD // 方法1 /*glBegin(GL_QUADS); glArrayElement(3); glArrayElement(2); glArrayElement(1); glArrayElement(0); glArrayElement(7); glArrayElement(6); glArrayElement(5); glArrayElement(4); glArrayElement(6); glArrayElement(5); glArrayElement(1); glArrayElement(2); glArrayElement(7); glArrayElement(4); glArrayElement(0); glArrayElement(3); glArrayElement(7); glArrayElement(3); glArrayElement(2); glArrayElement(6); glArrayElement(0); glArrayElement(4); glArrayElement(5); glArrayElement(1); glEnd();*/ // 方法2 /*glDrawElements(GL_QUADS,4,GL_UNSIGNED_BYTE,front); glDrawElements(GL_QUADS,4,GL_UNSIGNED_BYTE,behind); glDrawElements(GL_QUADS,4,GL_UNSIGNED_BYTE,left); glDrawElements(GL_QUADS,4,GL_UNSIGNED_BYTE,right); glDrawElements(GL_QUADS,4,GL_UNSIGNED_BYTE,top); glDrawElements(GL_QUADS,4,GL_UNSIGNED_BYTE,bottom);*/ //方法3 glDrawElements(GL_QUADS,24,GL_UNSIGNED_BYTE,all); glTranslatef(-250,0,0); glDrawElements(GL_QUADS,24,GL_UNSIGNED_BYTE,all); #else glBegin(GL_TRIANGLES); glArrayElement(2); glArrayElement(3); glArrayElement(5); glEnd(); #endif glFlush(); glutSwapBuffers(); } int main(int argc,char ** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB); glutInitWindowSize(600,480); glutInitWindowPosition(100,100); glutCreateWindow("顶点数组"); init(); glutDisplayFunc(display); glutMouseFunc(mouse); glutMainLoop(); return 0; }