VBO: Vertex Buffer object 顶点缓冲对象
为什么要用VBO?
不使用VBO时,每次绘制( glDrawArrays )图形时都是从本地内存处获取顶点数据然后传输给OpenGL来绘制,这样就会频繁的操作CPU->GPU增大开销,从而降低效率。使用VBO,可以把顶点数据缓存到GPU开辟的一段内存中,然后使用时不必再从本地获取,而是直接从显存中获取,这样就能提升绘制的效率。
创建VBO
1、创建VBO
GLES20.glGenBuffers(1, vbos, 0);
2、绑定VBO
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbos[0]);
3、分配VBO需要的缓存大小
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertex.length * 4,null, GLES20. GL_STATIC_DRAW);
4、为VBO设置顶点数据的值
GLES20.glBufferSubData(GLES20.GL_ARRAY_BUFFER, 0, vertexData.length * 4, vertexBuffer);
5、解绑VBO
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
使用VBO
1、绑定VBO
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbos[0]);
2、设置顶点数据
GLES20.glVertexAttribPointer(vPosition, 2, GLES20.GL_FLOAT, false, 8, 0);
3、解绑VBO
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GGLTextureRender VBO的使用
package com.example.opengldemo;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLUtils;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
public class GGLTextureRender implements MyGLSurfaceView.MyGLRender {
private Context context;
//顶点坐标
private final float[] vertexData = {
-1f, -1f,
1f, -1f,
-1f, 1f,
1f, 1f
};
//纹理坐标
private final float[] fragmentData = {
0f, 1f,
1f, 1f,
0f, 0f,
1f, 0f
};
private FloatBuffer vertexBuffer;
private FloatBuffer fragmentBuffer;
public GGLTextureRender(Context context) {
this.context = context;
vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(vertexData);
vertexBuffer.position(0);
fragmentBuffer = ByteBuffer.allocateDirect(fragmentData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(fragmentData);
fragmentBuffer.position(0);
}
private int program;
private int vPosition;
private int fPosition;
private int textureid;
private int sampler;
private int vboId;
@Override
public void onSufaceCreated() {
String vertexSource = GShaderUtil.getRawResource(context, R.raw.vertex_shader);
String fragmentSource = GShaderUtil.getRawResource(context, R.raw.fragment_shader);
program = GShaderUtil.createProgram(vertexSource, fragmentSource);
if (program > 0) {
//顶点坐标
vPosition = GLES20.glGetAttribLocation(program, "v_Position");
//纹理坐标
fPosition = GLES20.glGetAttribLocation(program, "f_Position");
sampler = GLES20.glGetUniformLocation(program,"sTexture");
/**********************创建VBO-START************************************************/
int [] vbos = new int[1];
GLES20.glGenBuffers(1, vbos, 0);
vboId = vbos[0];
//绑定
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);
//分配内存
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertexData.length*4 + fragmentData.length*4,
null,GLES20. GL_STATIC_DRAW);
//缓存到显存
GLES20.glBufferSubData(GLES20.GL_ARRAY_BUFFER, 0, vertexData.length * 4, vertexBuffer);
GLES20.glBufferSubData(GLES20.GL_ARRAY_BUFFER, vertexData.length * 4, fragmentData.length*4,
fragmentBuffer);
//解绑
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
/******************************VBO-END***********************************************/
int[] textureIds = new int[1];
GLES20.glGenTextures(1, textureIds, 0);
textureid = textureIds[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureid);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glUniform1i(sampler, 0);
//设置环绕过滤方法
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.androids);
if (bitmap == null) {
return;
}
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
//回收
bitmap.recycle();
bitmap = null;
//解绑
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
}
}
@Override
public void onSufaceChanged(int width, int height) {
GLES20.glViewport(0,0,width,height);
}
@Override
public void onDrawFrame() {
//清屏
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
//使用颜色清屏
GLES20.glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
//使用program
GLES20.glUseProgram(program);
//绑定
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureid);
/**********************VBO-START************************************************/
//绑定VBO
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboId);
/**********************VBO-END************************************************/
//使用顶点坐标
GLES20.glEnableVertexAttribArray(vPosition);
/**********************VBO-START************************************************/
//传0 从VBO中取值
GLES20.glVertexAttribPointer(vPosition, 2, GLES20.GL_FLOAT, false, 8, 0);
/**********************VBO-END************************************************/
GLES20.glEnableVertexAttribArray(fPosition);
/**********************VBO-START************************************************/
//VBO
GLES20.glVertexAttribPointer(fPosition, 2, GLES20.GL_FLOAT, false, 8,
vertexData.length * 4);
/**********************VBO-END************************************************/
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
//解绑
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
/**********************VBO-START************************************************/
//解绑VBO
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
/**********************VBO-END************************************************/
}
}