This samples shows us how to put the mesh render data such as the vertex position, texture coordinates and even more vertex data upload into the video hardware. The samples what saw before that vertex data provided by the glVertex3f or glTexCoord2f commands, or vertex array. All those stuff are located in the main memory. They will be submitted to GPU as needed. But most of those vertex data that will not be modified and static could be allocated in the video memory at startup. This will save the data transferring time and vertex format GPU optimized. Both of them will improve the render performance.
OpenGL Vertex Buffer Object extension Access
On windows, we need to use the OpenGL ARB extension to access those vertex buffer object functions. The following are the code that used to access OpenGL extensions:
g_fVBOSupported = IsExtensionSupported( "GL_ARB_vertex_buffer_object" ); if( g_fVBOSupported ) { // Get Pointers To The GL Functions glGenBuffersARB = (PFNGLGENBUFFERSARBPROC) wglGetProcAddress("glGenBuffersARB"); glBindBufferARB = (PFNGLBINDBUFFERARBPROC) wglGetProcAddress("glBindBufferARB"); glBufferDataARB = (PFNGLBUFFERDATAARBPROC) wglGetProcAddress("glBufferDataARB"); glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC) wglGetProcAddress("glDeleteBuffersARB"); //...
Create Vertex buffer Objects
After the vertex data ready, then create the vertex buffer object, upload vertex data into the vertex buffer objects. The code as following:
// Generate And Bind The Vertex Buffer glGenBuffersARB( 1, &m_nVBOVertices ); // Get A Valid Name glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOVertices ); // Bind The Buffer // Load The Data glBufferDataARB( GL_ARRAY_BUFFER_ARB, m_nVertexCount*3*sizeof(float), m_pVertices, GL_STATIC_DRAW_ARB ); // Generate And Bind The Texture Coordinate Buffer glGenBuffersARB( 1, &m_nVBOTexCoords ); // Get A Valid Name glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOTexCoords ); // Bind The Buffer // Load The Data glBufferDataARB( GL_ARRAY_BUFFER_ARB, m_nVertexCount*2*sizeof(float), m_pTexCoords, GL_STATIC_DRAW_ARB );
Render With Vertex Buffer Objects
// Enable Pointers glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh->m_nVBOVertices ); // Set The Vertex Pointer To The Vertex Buffer glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL ); glBindBufferARB( GL_ARRAY_BUFFER_ARB, g_pMesh->m_nVBOTexCoords ); // Set The TexCoord Pointer To The TexCoord Buffer glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL ); // Draw All Of The Triangles At Once glDrawArrays( GL_TRIANGLES, 0, g_pMesh->m_nVertexCount ); // Disable Pointers glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY );
Render With Vertex Array
The process render with vertex buffer objects is the same as render with vertex array. The code as following:
// Enable Pointers glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glVertexPointer( 3, GL_FLOAT, 0, g_pMesh->m_pVertices ); glTexCoordPointer( 2, GL_FLOAT, 0, g_pMesh->m_pTexCoords ); // Draw All Of The Triangles At Once glDrawArrays( GL_TRIANGLES, 0, g_pMesh->m_nVertexCount ); // Disable Pointers glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY );
Release Vertex Buffer Objects
unsigned int nBuffers[2] = { m_nVBOVertices, m_nVBOTexCoords }; glDeleteBuffersARB( 2, nBuffers );
The source code could be found here.
本文详细介绍如何使用OpenGL的VertexBufferObject(VBO)来优化渲染性能。VBO可以将顶点数据如位置、纹理坐标等上传到显存,减少数据传输时间,提升渲染效率。文章通过实例展示了VBO的创建、绑定、数据加载及渲染过程,并对比了VBO与传统顶点数组的使用区别。

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