简介
VAO ( Vertex Array Object )是OpenGL用来处理顶点数据的一个缓冲区对象,它不能单独使用,都是结合VBO来一起使用的。VAO是OpenGL CoreProfile 引入的一个特性。事实上在CoreProfile中做顶点数据传入时,必须使用VAO方式。
当我们使用VBO传入顶点数据时,一般的处理如下:
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glUseProgram(shaderProgram);
someOpenGLFunctionThatDrawsOurTriangle();
每当我们绘制一个几何体时,我们需要重复同样的工作(首先绑定缓冲区、然后设置顶点属性)。当需要绘制的物体很多时,这个过程就显得有些耗时。那么我们有没有一种方式来简化这一过程呢?这就是VAO做的事情,它将所有顶点绘制过程中的这些设置和绑定过程集中存储在一起,当我们需要时,只需要使用相应的VAO即可。
VAO的这种方式有点像一个中介,把所有繁琐的绑定和顶点设置工作都集中起来处理,我们需要绘制时,直接找这个中介就好了。
VAO包含的内容
VAO对象中存储的内容包括:
1. VAO开启或者关闭的状态(glEnableVertexAttribArray
和glDisableVertexAttribArray
)
2. 使用glVertexAttribPointer
对顶点属性进行的设置
3. 存储顶点数据的VBO对象

VAO的使用
1.创建VAO
创建VAO使用glGenVertexArrays
参数与创建其他缓冲区对象的glGenBuffers类似
void glGenVertexArrays( GLsizei n,
GLuint *arrays);
2.绑定并设置VAO
在创建VAO之后,需要使用glBindVertexArray
设置它为当前操作的VAO,之后我们所有关于顶点数据的设置(包括数据使用的VBO对象,顶点的属性设置的信息都会被存储在VAO之中),在设置完成之后一般会解绑VAO,然后在需要绘制的时候启用相应的VAO对象。具体的代码如下所示:
GLuint VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
通过上面的代码就完成了对VAO的设置,当我们需要绘制的时候,使用的代码类似于:
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
someOpenGLFunctionThatDrawsOurTriangle();
glBindVertexArray(0);
另外需要注意的是,当我们使用EBO的时候,VAO中也会记录索引信息,因此完整的VAO所包含的内容图如下所示(添加了EBO):

示例程序
#pragma comment(lib, "glew32.lib")
#pragma comment(lib, "freeglut.lib")
#include <stdio.h>
#include <iostream>
#include <gl/glew.h>
#include <gl/glut.h>
GLuint eboID;
GLuint vboID;
GLuint vaoID;
GLuint shaderProgram;
const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
GLfloat vertices[] = {
0.5f, 0.5f, -1.0f,
0.5f, -0.5f, -1.0f,
-0.5f, -0.5f, -1.0f,
-0.5f, 0.5f, -1.0f
};
GLuint indices[] = {
0, 1, 3,
1, 2, 3
};
void ChangeSize(int w, int h)
{
if (h == 0)
h = 1;
glViewport(0, 0, w, h);
}
void initShaders()
{
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void SetupRC()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glGenBuffers(1, &eboID);
glGenBuffers(1, &vboID);
glGenBuffers(1, &vaoID);
glBindVertexArray(vaoID);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eboID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
initShaders();
}
void RenderScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glUseProgram(shaderProgram);
glBindVertexArray(vaoID);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glutSwapBuffers();
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("OpenGL");
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
GLenum err = glewInit();
if (GLEW_OK != err) {
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
return 1;
}
SetupRC();
glutMainLoop();
glDeleteVertexArrays(1, &vaoID);
glDeleteBuffers(1, &vboID);
glDeleteBuffers(1, &eboID);
return 0;
}
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
- 19
- 20
- 21
- 22
- 23
- 24
- 25
- 26
- 27
- 28
- 29
- 30
- 31
- 32
- 33
- 34
- 35
- 36
- 37
- 38
- 39
- 40
- 41
- 42
- 43
- 44
- 45
- 46
- 47
- 48
- 49
- 50
- 51
- 52
- 53
- 54
- 55
- 56
- 57
- 58
- 59
- 60
- 61
- 62
- 63
- 64
- 65
- 66
- 67
- 68
- 69
- 70
- 71
- 72
- 73
- 74
- 75
- 76
- 77
- 78
- 79
- 80
- 81
- 82
- 83
- 84
- 85
- 86
- 87
- 88
- 89
- 90
- 91
- 92
- 93
- 94
- 95
- 96
- 97
- 98
- 99
- 100
- 101
- 102
- 103
- 104
- 105
- 106
- 107
- 108
- 109
- 110
- 111
- 112
- 113
- 114
- 115
- 116
- 117
- 118
- 119
- 120
- 121
- 122
- 123
- 124
- 125
- 126
- 127
- 128
- 129
- 130
- 131
- 132
- 133
- 134
- 135
- 136
- 137
- 138
- 139
- 140
- 141
- 142
- 143
- 144
- 145
- 146
- 147
- 148
- 149
- 150
- 151
- 152
- 153
- 154
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
- 19
- 20
- 21
- 22
- 23
- 24
- 25
- 26
- 27
- 28
- 29
- 30
- 31
- 32
- 33
- 34
- 35
- 36
- 37
- 38
- 39
- 40
- 41
- 42
- 43
- 44
- 45
- 46
- 47
- 48
- 49
- 50
- 51
- 52
- 53
- 54
- 55
- 56
- 57
- 58
- 59
- 60
- 61
- 62
- 63
- 64
- 65
- 66
- 67
- 68
- 69
- 70
- 71
- 72
- 73
- 74
- 75
- 76
- 77
- 78
- 79
- 80
- 81
- 82
- 83
- 84
- 85
- 86
- 87
- 88
- 89
- 90
- 91
- 92
- 93
- 94
- 95
- 96
- 97
- 98
- 99
- 100
- 101
- 102
- 103
- 104
- 105
- 106
- 107
- 108
- 109
- 110
- 111
- 112
- 113
- 114
- 115
- 116
- 117
- 118
- 119
- 120
- 121
- 122
- 123
- 124
- 125
- 126
- 127
- 128
- 129
- 130
- 131
- 132
- 133
- 134
- 135
- 136
- 137
- 138
- 139
- 140
- 141
- 142
- 143
- 144
- 145
- 146
- 147
- 148
- 149
- 150
- 151
- 152
- 153
- 154