opengles中使用vbo(顶点缓冲区)

为什么要使用VBO:
如果不使用vbo,要绘制物体的顶点信息需要从内存传递到显存,当绘制的模型比较复杂时,频繁的在内存和显存中做数据传递会降低效率。因此使用VBO,可以先把一部分顶点数据缓存起来,绘制的时候直接从缓存中获取,大大降低内存和显存之间数据拷贝的开销,总而言之是为了提高绘制效率。

opengles中使用vbo(顶点缓冲区)_第1张图片


如何使用vbo:

		//申明顶点数据结构
		struct Vertex
		{
			float x, y, z;
			float u, v;
			float r, g, b, a;
		};
		
		
		
				Vertex vertexs[] =
			{
				{ -1.0f, -1.0f, -8.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f },
				{ 1.0f, -1.0f, -8.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f },
				{ 1.0f, 1.0f, -8.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },

				{ -1.0f, -1.0f, -8.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f },
				{ 1.0f, 1.0f, -8.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
				{ -1.0f, 1.0f, -8.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
			};
			/*
				为什么要使用vbo (顶点缓冲区):如果不使用vbo,要绘制物体的顶点信息需要从内存传递到显存,
				当绘制的模型比较复杂时,频繁的在内存和显存中做数据传递会降低效率。
				因此使用VBO,可以先把一部分顶点数据缓存起来,绘制的时候直接从缓存中获取,
				大大降低内存和显存之间数据拷贝的开销。
			
			*/

			glGenBuffers(1,&_vbo);//声明一个vbo
			glBindBuffer(GL_ARRAY_BUFFER,_vbo);//指定buffer类型为顶点buffer
			glBufferData(GL_ARRAY_BUFFER,sizeof(vertexs),vertexs,GL_STATIC_DRAW);//将顶点数据拷贝到显存
			glBindBuffer(GL_ARRAY_BUFFER, 0);//禁用缓存
			
			
			
			//使用vbo绘制
			glBindTexture(GL_TEXTURE_2D, _texGrass);
			glBindBuffer(GL_ARRAY_BUFFER, _vbo);
			glUniformMatrix4fv(_shader._MVP, 1, false, MVP1.data());
			glVertexAttribPointer(_shader._positionAttr, 3, GL_FLOAT, false, sizeof(Vertex), (void*)0);//sizeof(Vertex) 偏移量:(void*)0 起始地址
			glVertexAttribPointer(_shader._uvAttr, 2, GL_FLOAT, false, sizeof(Vertex), (void*)12);// (void*)12 起始地址 每个float4个字节 每个顶点有3个float(x,y,z)
			glVertexAttribPointer(_shader._colorAttr, 4, GL_FLOAT, false, sizeof(Vertex), (void*)20);//12+8  三个位置坐标占12byte  两个纹理坐标占8byte 故颜色坐标的偏移量是20

			glDrawArrays(GL_TRIANGLES, 0, 6);

			//这步是必须的
			glBindBuffer(GL_ARRAY_BUFFER, 0);//禁用缓存

shader实现类:

#pragma once

#include 

class    ShaderId
{
public:
	ShaderId()
	{
		_shaderId = -1;
	}
	int _shaderId;
};


/**
*   程序
*/
class   ProgramId
{
public:
	int         _programId;
	ShaderId    _vertex;
	ShaderId    _fragment;
public:
	ProgramId()
	{
		_programId = -1;
	}
public:
	/**
	*   加载函数
	*/
	bool    createProgram(const char* vertex, const char* fragment)
	{
		bool        error = false;
		do
		{
			if (vertex)
			{
				_vertex._shaderId = glCreateShader(GL_VERTEX_SHADER);
				glShaderSource(_vertex._shaderId, 1, &vertex, 0);
				glCompileShader(_vertex._shaderId);

				GLint   compileStatus;
				glGetShaderiv(_vertex._shaderId, GL_COMPILE_STATUS, &compileStatus);
				error = compileStatus == GL_FALSE;
				if (error)
				{
					GLchar messages[256];
					glGetShaderInfoLog(_vertex._shaderId, sizeof(messages), 0, messages);
					assert(messages && 0 != 0);
					break;
				}
			}
			if (fragment)
			{
				_fragment._shaderId = glCreateShader(GL_FRAGMENT_SHADER);
				glShaderSource(_fragment._shaderId, 1, &fragment, 0);
				glCompileShader(_fragment._shaderId);

				GLint   compileStatus;
				glGetShaderiv(_fragment._shaderId, GL_COMPILE_STATUS, &compileStatus);
				error = compileStatus == GL_FALSE;

				if (error)
				{
					GLchar messages[256];
					glGetShaderInfoLog(_fragment._shaderId, sizeof(messages), 0, messages);
					assert(messages && 0 != 0);
					break;
				}
			}
			_programId = glCreateProgram();

			if (_vertex._shaderId)
			{
				glAttachShader(_programId, _vertex._shaderId);
			}
			if (_fragment._shaderId)
			{
				glAttachShader(_programId, _fragment._shaderId);
			}

			glLinkProgram(_programId);

			GLint linkStatus;
			glGetProgramiv(_programId, GL_LINK_STATUS, &linkStatus);
			if (linkStatus == GL_FALSE)
			{
				GLchar messages[256];
				glGetProgramInfoLog(_programId, sizeof(messages), 0, messages);
				break;
			}
			glUseProgram(_programId);

		} while (false);

		if (error)
		{
			if (_fragment._shaderId)
			{
				glDeleteShader(_fragment._shaderId);
				_fragment._shaderId = 0;
			}
			if (_vertex._shaderId)
			{
				glDeleteShader(_vertex._shaderId);
				_vertex._shaderId = 0;
			}
			if (_programId)
			{
				glDeleteProgram(_programId);
				_programId = 0;
			}
		}
		return  true;
	}

	/**
	*   使用程序
	*/
	virtual void    begin()
	{
		glUseProgram(_programId);

	}
	/**
	*   使用完成
	*/
	virtual void    end()
	{
		glUseProgram(0);
	}
};



class   PROGRAM_P2_C4 :public ProgramId
{
public:
	typedef int attribute;
	typedef int uniform;
public:
	attribute   _position;
	uniform     _color;
	uniform     _MVP;
public:
	PROGRAM_P2_C4()
	{
		_position = -1;
		_color = -1;
		_MVP = -1;
	}
	~PROGRAM_P2_C4()
	{
	}

	/// 初始化函数
	virtual bool    initialize()
	{
		const char* vs =
		{
			"precision lowp float; "
			"uniform   mat4 _MVP;"
			"attribute vec2 _position;"

			"void main()"
			"{"
			"   vec4    pos =   vec4(_position,0,1);"
			"   gl_Position =   _MVP * pos;"
			"}"
		};
		const char* ps =
		{
			"precision  lowp float; "
			"uniform    vec4 _color;"
			"void main()"
			"{"
			"   gl_FragColor   =   _color;"
			"}"
		};

		bool    res = createProgram(vs, ps);
		if (res)
		{
			_position = glGetAttribLocation(_programId, "_position");
			_color = glGetUniformLocation(_programId, "_color");
			_MVP = glGetUniformLocation(_programId, "_MVP");
		}
		return  res;
	}

	/**
	*   使用程序
	*/
	virtual void    begin()
	{
		glUseProgram(_programId);
		glEnableVertexAttribArray(_position);

	}
	/**
	*   使用完成
	*/
	virtual void    end()
	{
		glDisableVertexAttribArray(_position);
		glUseProgram(0);
	}
};
class   PROGRAM_P2_AC4 :public ProgramId
{
public:
	typedef int attribute;
	typedef int uniform;
public:
	attribute   _position;
	attribute   _color;
	uniform     _MVP;
public:
	PROGRAM_P2_AC4()
	{
		_position = -1;
		_color = -1;
		_MVP = -1;
	}
	~PROGRAM_P2_AC4()
	{
	}

	/// 初始化函数
	virtual bool    initialize()
	{
		const char* vs =
		{
			"precision lowp float; "
			"uniform   mat4 _MVP;"
			"attribute vec2 _position;"
			"attribute vec4 _color;"
			"varying   vec4 _outColor;"

			"void main()"
			"{"
			"   vec4    pos =   vec4(_position,0,1);"
			"   _outColor   =   _color;"
			"   gl_Position =   _MVP * pos;"
			"}"
		};
		const char* ps =
		{
			"precision  lowp float; "
			"varying   vec4 _outColor;"
			"void main()"
			"{"
			"   gl_FragColor   =   _outColor;"
			"}"
		};

		bool    res = createProgram(vs, ps);
		if (res)
		{
			_position = glGetAttribLocation(_programId, "_position");
			_color = glGetAttribLocation(_programId, "_color");
			_MVP = glGetUniformLocation(_programId, "_MVP");
		}
		return  res;
	}

	/**
	*   使用程序
	*/
	virtual void    begin()
	{
		glUseProgram(_programId);
		glEnableVertexAttribArray(_position);
		glEnableVertexAttribArray(_color);

	}
	/**
	*   使用完成
	*/
	virtual void    end()
	{
		glDisableVertexAttribArray(_position);
		glDisableVertexAttribArray(_color);
		glUseProgram(0);
	}
};



class   PROGRAM_P2_UV_AC4 :public ProgramId
{
public:
	typedef int attribute;
	typedef int uniform;
public:
	attribute   _position;
	attribute   _color;
	attribute   _uv;
	uniform     _MVP;
	uniform     _texture;
	//!  第二阶段文理
	uniform     _texture1;
	uniform     _uvAnim;
public:
	PROGRAM_P2_UV_AC4()
	{
		_position = -1;
		_color = -1;
		_uv = -1;
		_texture = -1;
		_texture1 = -1;
		_uvAnim = -1;
		_MVP = -1;
	}
	~PROGRAM_P2_UV_AC4()
	{
	}

	/// 初始化函数
	virtual bool    initialize()
	{
		const char* vs =
		{
			"precision lowp float; "
			"uniform   mat4 _MVP;"
			"attribute vec2 _position;"
			"attribute vec2 _uv;"
			"attribute vec4 _color;"
			"varying   vec4 _outColor;"
			"varying   vec2 _outUV;"

			"void main()"
			"{"
			"   vec4    pos =   vec4(_position,0,1);"
			"   _outColor   =   _color;"
			"   _outUV      =   _uv;"
			"   gl_Position =   _MVP * pos;"
			"}"
		};
		const char* ps =
		{
			"precision  lowp float; "
			"uniform   sampler2D _texture;\n"
			"uniform   sampler2D _texture1;\n"
			"uniform   float    _uvAnim;\n"
			"varying   vec4      _outColor;\n"
			"varying   vec2      _outUV;\n"
			"void main()"
			"{"
			"   vec4    tColor0  =   texture2D(_texture,_outUV);\n"
			"   vec2    newUV = vec2(_uvAnim + _outUV.x,_outUV.y);"
			"   vec4    tColor1  =   texture2D(_texture1,newUV);\n"
			"   gl_FragColor    =   tColor0  * tColor1;\n"
			"}"
		};

		bool    res = createProgram(vs, ps);
		if (res)
		{
			_position = glGetAttribLocation(_programId, "_position");
			_color = glGetAttribLocation(_programId, "_color");
			_uv = glGetAttribLocation(_programId, "_uv");
			_texture = glGetUniformLocation(_programId, "_texture");
			_texture1 = glGetUniformLocation(_programId, "_texture1");
			_MVP = glGetUniformLocation(_programId, "_MVP");
			_uvAnim = glGetUniformLocation(_programId, "_uvAnim");


		}
		return  res;
	}

	/**
	*   使用程序
	*/
	virtual void    begin()
	{
		glUseProgram(_programId);
		glEnableVertexAttribArray(_position);
		glEnableVertexAttribArray(_uv);
		glEnableVertexAttribArray(_color);

	}
	/**
	*   使用完成
	*/
	virtual void    end()
	{
		glDisableVertexAttribArray(_position);
		glDisableVertexAttribArray(_uv);
		glDisableVertexAttribArray(_color);
		glUseProgram(0);
	}
};




class   PROGRAM_P3_UV :public ProgramId
{
public:
	typedef int attribute;
	typedef int uniform;
public:
	attribute   _position;
	attribute   _uv;
	uniform     _MVP;
	uniform     _texture;
public:
	PROGRAM_P3_UV()
	{
		_position = -1;
		_uv = -1;
		_texture = -1;
		_MVP = -1;
	}
	~PROGRAM_P3_UV()
	{
	}

	/// 初始化函数
	virtual bool    initialize()
	{
		const char* vs =
		{
			"precision lowp float; "
			"uniform   mat4 _MVP;"
			"attribute vec2 _position;"
			"attribute vec2 _uv;"
			"varying   vec2 _outUV;"

			"void main()"
			"{"
			"   vec4    pos =   vec4(_position,0,1);"
			"   _outUV      =   _uv;"
			"   gl_Position =   _MVP * pos;"
			"}"
		};
		const char* ps =
		{
			"precision  lowp float; "
			"uniform   sampler2D _texture;\n"
			"varying   vec2      _outUV;\n"
			"void main()"
			"{"
			"   vec4    tColor0  =   texture2D(_texture,_outUV);\n"
			"   gl_FragColor    =   tColor0;\n"
			"}"
		};

		bool    res = createProgram(vs, ps);
		if (res)
		{
			_position = glGetAttribLocation(_programId, "_position");
			_uv = glGetAttribLocation(_programId, "_uv");
			_texture = glGetUniformLocation(_programId, "_texture");
			_MVP = glGetUniformLocation(_programId, "_MVP");

		}
		return  res;
	}

	/**
	*   使用程序
	*/
	virtual void    begin()
	{
		glUseProgram(_programId);
		glEnableVertexAttribArray(_position);
		glEnableVertexAttribArray(_uv);

	}
	/**
	*   使用完成
	*/
	virtual void    end()
	{
		glDisableVertexAttribArray(_position);
		glDisableVertexAttribArray(_uv);
		glUseProgram(0);
	}
};




class   PROGRAM_P2_T2_C3 :public ProgramId
{
public:
	typedef int location;
public:
	location    _positionAttr;
	location    _colorAttr;
	location    _uvAttr;
	location    _MVP;
	location    _texture;
public:
	PROGRAM_P2_T2_C3()
	{
		_positionAttr = -1;
		_colorAttr = -1;
		_uvAttr = -1;
		_MVP = -1;
	}
	~PROGRAM_P2_T2_C3()
	{
	}

	/// 初始化函数
	virtual bool    initialize()
	{
		const char* vs =
		{
			"uniform   mat4 _MVP;"
			"attribute vec3 _position;"
			"attribute vec4 _color;"
			"attribute vec2 _uv;"

			"varying   vec4 _outColor;"
			"varying   vec2 _outUV;"
			"void main()"
			"{"
			"   vec4    pos =   vec4(_position.x,_position.y,_position.z,1);"
			"   gl_Position =   _MVP * pos;"
			"   _outColor   =   _color;"
			"   _outUV      =   _uv;"
			"}"
		};
		const char* ps =
		{
			"precision  lowp float; "
			"uniform    sampler2D   _texture;\n"
			"varying    vec4        _outColor;\n"
			"varying    vec2        _outUV;"
			"void main()"
			"{"
			"   vec4   color   =   texture2D(_texture,_outUV);"
			"   if(color.a < 0.2)"
			"       discard;"
			"   gl_FragColor   =   color * _outColor;"
			"}"
		};

		bool    res = createProgram(vs, ps);
		if (res)
		{
			_positionAttr = glGetAttribLocation(_programId, "_position");
			_colorAttr = glGetAttribLocation(_programId, "_color");
			_uvAttr = glGetAttribLocation(_programId, "_uv");
			_MVP = glGetUniformLocation(_programId, "_MVP");
			_texture = glGetUniformLocation(_programId, "_texture");
		}
		return  res;
	}

	/**
	*   使用程序
	*/
	virtual void    begin()
	{
		glUseProgram(_programId);
		glEnableVertexAttribArray(_positionAttr);
		glEnableVertexAttribArray(_uvAttr);
		glEnableVertexAttribArray(_colorAttr);

	}
	/**
	*   使用完成
	*/
	virtual void    end()
	{
		glDisableVertexAttribArray(_positionAttr);
		glDisableVertexAttribArray(_uvAttr);
		glDisableVertexAttribArray(_colorAttr);
		glUseProgram(0);
	}
};

窗口实现类:

#pragma once

#include 
#include 
#include 

#include 
#include 

#include "freeImage/FreeImage.h"

#include "CELLMath.hpp"
#include "CELLShader.hpp"

namespace   CELL
{

	class   FirstCameraInfor
	{
	public:
		FirstCameraInfor()
		{
			_moveSpeed = 5;
			_eye = CELL::float3(0.0f, 10.0f, 0.0f);
			_look = CELL::float3(0.5f, -0.4f, -0.5f);
			_up = CELL::float3(0, 1, 0);
			_right = CELL::float3(1, 0, 0);
		}
		CELL::float3    _eye;
		CELL::float3    _look;
		CELL::float3    _up;
		CELL::float3    _right;
		float           _moveSpeed;
	public:

		void    updateCamera(float fElapsed)
		{

			CELL::float3    tmpLook = _look;
			CELL::float3    dir = _look - _eye;
			dir = normalize(dir);
			//! 这里调用windows函数获取键盘的状态
			unsigned char keys[256];
			GetKeyboardState(keys);

			if (keys[VK_UP] & 0x80)
			{
				_eye -= dir*-_moveSpeed * fElapsed;
				_look -= dir*-_moveSpeed * fElapsed;
			}

			if (keys[VK_DOWN] & 0x80)
			{
				_eye += (dir*-_moveSpeed) * fElapsed;
				_look += (dir*-_moveSpeed) * fElapsed;
			}

			if (keys[VK_LEFT] & 0x80)
			{
				_eye -= (_right*_moveSpeed) * fElapsed;
				_look -= (_right*_moveSpeed) * fElapsed;
			}

			if (keys[VK_RIGHT] & 0x80)
			{
				_eye += (_right*_moveSpeed) * fElapsed;
				_look += (_right*_moveSpeed) * fElapsed;
			}
		}
	};


	class   CELLWinApp
	{
	public:
		//申明顶点数据结构
		struct Vertex
		{
			float x, y, z;
			float u, v;
			float r, g, b, a;
		};
	public:
		//! 实例句柄
		HINSTANCE   _hInstance;
		//! 窗口句柄
		HWND        _hWnd;
		//! 窗口的高度
		int         _width;
		//! 窗口的宽度
		int         _height;
		/// for gles2.0
		EGLConfig   _config;
		EGLSurface  _surface;
		EGLContext  _context;
		EGLDisplay  _display;
		//! 增加shader
		PROGRAM_P2_T2_C3    _shader;
		unsigned            _textureId;
		unsigned            _texDynamic;
		unsigned            _texGrass;
		FirstCameraInfor    _camera;
		unsigned            _vbo;
	public:
		CELLWinApp(HINSTANCE hInstance)
			:_hInstance(hInstance)
		{
			WNDCLASSEX  winClass;
			winClass.lpszClassName = _T("CELLWinApp");
			winClass.cbSize = sizeof(winClass);
			winClass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
			winClass.lpfnWndProc = wndProc;
			winClass.hInstance = hInstance;
			winClass.hIcon = 0;
			winClass.hIconSm = 0;
			winClass.hCursor = LoadCursor(hInstance, IDC_ARROW);
			winClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
			winClass.lpszMenuName = NULL;
			winClass.cbClsExtra = 0;
			winClass.cbWndExtra = 0;
			RegisterClassEx(&winClass);

			_textureId = 0;
		}
		virtual ~CELLWinApp()
		{
			UnregisterClass(_T("CELLWinApp"), _hInstance);
		}

		/**
		*   初始化 OpenGLES2.0
		*/
		bool    initOpenGLES20()
		{
			const EGLint attribs[] =
			{
				EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
				EGL_BLUE_SIZE, 8,
				EGL_GREEN_SIZE, 8,
				EGL_RED_SIZE, 8,
				EGL_DEPTH_SIZE, 24,
				EGL_NONE
			};
			EGLint 	format(0);
			EGLint	numConfigs(0);
			EGLint  major;
			EGLint  minor;

			//! 1
			_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);

			//! 2init
			eglInitialize(_display, &major, &minor);

			//! 3
			eglChooseConfig(_display, attribs, &_config, 1, &numConfigs);

			eglGetConfigAttrib(_display, _config, EGL_NATIVE_VISUAL_ID, &format);
			//! 4 
			_surface = eglCreateWindowSurface(_display, _config, _hWnd, NULL);

			//! 5
			EGLint attr[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE, EGL_NONE };
			_context = eglCreateContext(_display, _config, 0, attr);
			//! 6
			if (eglMakeCurrent(_display, _surface, _surface, _context) == EGL_FALSE)
			{
				return false;
			}

			eglQuerySurface(_display, _surface, EGL_WIDTH, &_width);
			eglQuerySurface(_display, _surface, EGL_HEIGHT, &_height);

			return  true;

		}
		/**
		*   销毁OpenGLES2.0
		*/
		void    destroyOpenGLES20()
		{
			if (_display != EGL_NO_DISPLAY)
			{
				eglMakeCurrent(_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
				if (_context != EGL_NO_CONTEXT)
				{
					eglDestroyContext(_display, _context);
				}
				if (_surface != EGL_NO_SURFACE)
				{
					eglDestroySurface(_display, _surface);
				}
				eglTerminate(_display);
			}
			_display = EGL_NO_DISPLAY;
			_context = EGL_NO_CONTEXT;
			_surface = EGL_NO_SURFACE;
		}

		virtual unsigned    createTexture(int width, int height)
		{
			unsigned    textureId;
			glGenTextures(1, &textureId);
			glBindTexture(GL_TEXTURE_2D, textureId);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

			glTexImage2D(
				GL_TEXTURE_2D
				, 0
				, GL_RGB
				, width
				, height
				, 0
				, GL_RGB
				, GL_UNSIGNED_BYTE
				, 0);
			return  textureId;
		}
		virtual unsigned    buildMipMap(char* fileNames[], int size)
		{
			unsigned    textureId = 0;
			/**
			*   产生一个纹理Id,可以认为是纹理句柄,后面的操作将书用这个纹理id
			*/
			glGenTextures(1, &textureId);
			/**
			*   使用这个纹理id,或者叫绑定(关联)
			*/
			glBindTexture(GL_TEXTURE_2D, textureId);
			/**
			*   指定纹理的放大,缩小滤波,使用线性方式,即当图片放大的时候插值方式
			*/
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);



			for (int i = 0; i < size; ++i)
			{
				//1 获取图片格式
				FREE_IMAGE_FORMAT fifmt = FreeImage_GetFileType(fileNames[i], 0);

				//2 加载图片
				FIBITMAP    *dib = FreeImage_Load(fifmt, fileNames[i], 0);

				//3 转化为rgb 24色
				dib = FreeImage_ConvertTo24Bits(dib);



				//4 获取数据指针
				BYTE    *pixels = (BYTE*)FreeImage_GetBits(dib);

				int     width = FreeImage_GetWidth(dib);
				int     height = FreeImage_GetHeight(dib);

				for (int x = 0; x < width * height * 3; x += 3)
				{
					BYTE temp = pixels[x];
					pixels[x] = pixels[x + 2];
					pixels[x + 2] = temp;
				}


				/**
				*   将图片的rgb数据上传给opengl.
				*/
				glTexImage2D(
					GL_TEXTURE_2D,      //! 指定是二维图片
					i,              //! 指定为第一级别,纹理可以做mipmap,即lod,离近的就采用级别大的,远则使用较小的纹理
					GL_RGB,             //! 纹理的使用的存储格式
					width,              //! 宽度,老一点的显卡,不支持不规则的纹理,即宽度和高度不是2^n。
					height,             //! 宽度,老一点的显卡,不支持不规则的纹理,即宽度和高度不是2^n。
					0,                  //! 是否的边
					GL_RGB,             //! 数据的格式,bmp中,windows,操作系统中存储的数据是bgr格式
					GL_UNSIGNED_BYTE,   //! 数据是8bit数据
					pixels
					);

				FreeImage_Unload(dib);
			}

			return  textureId;
		}
		virtual unsigned    loadTexture(const char* fileName)
		{
			unsigned    textureId = 0;
			//1 获取图片格式
			FREE_IMAGE_FORMAT fifmt = FreeImage_GetFileType(fileName, 0);

			//2 加载图片
			FIBITMAP    *dib = FreeImage_Load(fifmt, fileName, 0);

			int         fmt = GL_RGB;



			//4 获取数据指针
			BYTE    *pixels = (BYTE*)FreeImage_GetBits(dib);

			int     width = FreeImage_GetWidth(dib);
			int     height = FreeImage_GetHeight(dib);


			if (fifmt == FIF_PNG)
			{
				dib = FreeImage_ConvertTo32Bits(dib);
				fmt = GL_RGBA;
				for (int i = 0; i < width * height * 4; i += 4)
				{
					BYTE temp = pixels[i];
					pixels[i] = pixels[i + 2];
					pixels[i + 2] = temp;
				}
			}
			else
			{
				//3 转化为rgb 24色
				dib = FreeImage_ConvertTo24Bits(dib);
				for (int i = 0; i < width * height * 3; i += 3)
				{
					BYTE temp = pixels[i];
					pixels[i] = pixels[i + 2];
					pixels[i + 2] = temp;
				}
			}


			/**
			*   产生一个纹理Id,可以认为是纹理句柄,后面的操作将书用这个纹理id
			*/
			glGenTextures(1, &textureId);

			/**
			*   使用这个纹理id,或者叫绑定(关联)
			*/
			glBindTexture(GL_TEXTURE_2D, textureId);
			/**
			*   指定纹理的放大,缩小滤波,使用线性方式,即当图片放大的时候插值方式
			*/
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);


			/**
			*   将图片的rgb数据上传给opengl.
			*/
			glTexImage2D(
				GL_TEXTURE_2D,      //! 指定是二维图片
				0,                  //! 指定为第一级别,纹理可以做mipmap,即lod,离近的就采用级别大的,远则使用较小的纹理
				fmt,                //! 纹理的使用的存储格式
				width,              //! 宽度,老一点的显卡,不支持不规则的纹理,即宽度和高度不是2^n。
				height,             //! 宽度,老一点的显卡,不支持不规则的纹理,即宽度和高度不是2^n。
				0,                  //! 是否的边
				fmt,                //! 数据的格式,bmp中,windows,操作系统中存储的数据是bgr格式
				GL_UNSIGNED_BYTE,   //! 数据是8bit数据
				pixels
				);
			/**
			*   释放内存
			*/
			FreeImage_Unload(dib);

			return  textureId;
		}



	protected:
		static  LRESULT CALLBACK wndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
		{

			CELLWinApp*  pThis = (CELLWinApp*)GetWindowLong(hWnd, GWL_USERDATA);
			if (pThis)
			{
				return  pThis->onEvent(hWnd, msg, wParam, lParam);
			}
			if (WM_CREATE == msg)
			{
				CREATESTRUCT*   pCreate = (CREATESTRUCT*)lParam;
				SetWindowLong(hWnd, GWL_USERDATA, (DWORD_PTR)pCreate->lpCreateParams);
			}
			return  DefWindowProc(hWnd, msg, wParam, lParam);
		}
	public:
		/**
		*   事件函数
		*/
		virtual LRESULT onEvent(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
		{
			switch (msg)
			{
			case WM_CLOSE:
			case WM_DESTROY:
			{
				::PostQuitMessage(0);
			}
				break;
			case WM_MOUSEMOVE:
				break;
			default:
				return  DefWindowProc(hWnd, msg, wParam, lParam);
			}
			return  S_OK;

		}

		virtual void    render()
		{
			glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
			glViewport(0, 0, _width, _width);

			_camera.updateCamera(0.016f);

			CELL::matrix4   matView = CELL::lookAt(_camera._eye, _camera._look, _camera._up);

			float   x = 0;
			float   y = 0;
			float   w = 200;
			float   h = 200;
			Vertex  vertex[] =
			{
				{ x, y, 0, 0, 1, 1.0f, 1.0f, 1.0f, 1.0f },
				{ x + w, y, 0, 1, 1, 1.0f, 1.0f, 1.0f, 1.0f },
				{ x, y + h, 0, 0, 0, 1.0f, 1.0f, 1.0f, 1.0f },
				{ x + w, y + h, 0, 1, 0, 1.0f, 1.0f, 1.0f, 1.0f },
			};

			float   gSize = 100;
			float   gPos = -5;
			float   rept = 100;

			Vertex grounds[] =
			{
				{ -gSize, gPos, -gSize, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f },
				{ gSize, gPos, -gSize, rept, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f },
				{ gSize, gPos, gSize, rept, rept, 1.0f, 1.0f, 1.0f, 1.0f },

				{ -gSize, gPos, -gSize, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f },
				{ gSize, gPos, gSize, rept, rept, 1.0f, 1.0f, 1.0f, 1.0f },
				{ -gSize, gPos, gSize, 0.0f, rept, 1.0f, 1.0f, 1.0f, 1.0f },
			};


			_shader.begin();
			{

				CELL::matrix4   matWorld(1);
				CELL::matrix4   matProj = CELL::perspective(45.0f, (GLfloat)_width / (GLfloat)_height, 0.1f, 100.0f);

				CELL::matrix4   MVP = matProj * matView * matWorld;

				glUniform1i(_shader._texture, 0);
				//! 绘制地面
				glBindTexture(GL_TEXTURE_2D, _textureId);
				glUniformMatrix4fv(_shader._MVP, 1, false, MVP.data());

				glVertexAttribPointer(_shader._positionAttr, 3, GL_FLOAT, false, sizeof(Vertex), &grounds[0].x);
				glVertexAttribPointer(_shader._uvAttr, 2, GL_FLOAT, false, sizeof(Vertex), &grounds[0].u);
				glVertexAttribPointer(_shader._colorAttr, 4, GL_FLOAT, false, sizeof(Vertex), &grounds[0].r);

				glDrawArrays(GL_TRIANGLES, 0, sizeof(grounds) / sizeof(grounds[0]));

				CELL::matrix4   matRot;
				static  float   angle = 0;
				matRot.translate(0, 0, -1);
				angle += 1;

				CELL::matrix4   MVP1 = matProj * matView * matRot;

				//使用vbo绘制
				glBindTexture(GL_TEXTURE_2D, _texGrass);
				glBindBuffer(GL_ARRAY_BUFFER, _vbo);
				glUniformMatrix4fv(_shader._MVP, 1, false, MVP1.data());
				glVertexAttribPointer(_shader._positionAttr, 3, GL_FLOAT, false, sizeof(Vertex), (void*)0);//sizeof(Vertex) 偏移量:(void*)0 起始地址
				glVertexAttribPointer(_shader._uvAttr, 2, GL_FLOAT, false, sizeof(Vertex), (void*)12);// (void*)12 起始地址 每个float4个字节 每个顶点有3个float(x,y,z)
				glVertexAttribPointer(_shader._colorAttr, 4, GL_FLOAT, false, sizeof(Vertex), (void*)20);//12+8  三个位置坐标占12byte  两个纹理坐标占8byte 故颜色坐标的偏移量是20

				glDrawArrays(GL_TRIANGLES, 0, 6);

				//这步是必须的
				glBindBuffer(GL_ARRAY_BUFFER, 0);


				glBindTexture(GL_TEXTURE_2D, _texDynamic);
				glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, _width, _height);

				CELL::matrix4   screenProj = CELL::ortho(0, float(_width), float(_height), 0, -100.0f, 100);

				glUniformMatrix4fv(_shader._MVP, 1, false, screenProj.data());

				glVertexAttribPointer(_shader._positionAttr, 3, GL_FLOAT, false, sizeof(Vertex), &vertex[0].x);
				glVertexAttribPointer(_shader._uvAttr, 2, GL_FLOAT, false, sizeof(Vertex), &vertex[0].u);
				glVertexAttribPointer(_shader._colorAttr, 4, GL_FLOAT, false, sizeof(Vertex), &vertex[0].r);

				glDrawArrays(GL_TRIANGLE_STRIP, 0, sizeof(vertex) / sizeof(vertex[0]));

			}

			_shader.end();


		}
		/**
		*   主函数
		*/
		int     main(int width, int height)
		{
			_hWnd = CreateWindowEx(NULL,
				_T("CELLWinApp"),
				_T("CELLWinApp"),
				WS_OVERLAPPEDWINDOW,
				CW_USEDEFAULT,
				CW_USEDEFAULT,
				width,
				height,
				NULL,
				NULL,
				_hInstance,
				this
				);

			if (_hWnd == 0)
			{
				return  -1;
			}
			UpdateWindow(_hWnd);

			ShowWindow(_hWnd, SW_SHOW);

			if (!initOpenGLES20())
			{
				return  false;
			}
			glEnable(GL_BLEND);

			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

			glEnable(GL_DEPTH_TEST);


			//Vertex vertexs[] =
			//{
			//	{ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f },
			//	{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f },
			//	{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },

			//	{ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f },
			//	{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
			//	{ -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
			//};


			Vertex vertexs[] =
			{
				{ -1.0f, -1.0f, -8.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f },
				{ 1.0f, -1.0f, -8.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f },
				{ 1.0f, 1.0f, -8.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },

				{ -1.0f, -1.0f, -8.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f },
				{ 1.0f, 1.0f, -8.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
				{ -1.0f, 1.0f, -8.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
			};
			/*
				为什么要使用vbo (顶点缓冲区):如果不使用vbo,要绘制物体的顶点信息需要从内存传递到显存,
				当绘制的模型比较复杂时,频繁的在内存和显存中做数据传递会降低效率。
				因此使用VBO,可以先把一部分顶点数据缓存起来,绘制的时候直接从缓存中获取,
				大大降低内存和显存之间数据拷贝的开销。
			
			*/

			glGenBuffers(1,&_vbo);//声明一个vbo
			glBindBuffer(GL_ARRAY_BUFFER,_vbo);//指定buffer类型为顶点buffer
			glBufferData(GL_ARRAY_BUFFER,sizeof(vertexs),vertexs,GL_STATIC_DRAW);//将顶点数据拷贝到显存
			glBindBuffer(GL_ARRAY_BUFFER, 0);


			_shader.initialize();

			char*   szName[] =
			{
				"Debug/data/image/tex33X32.bmp",
				"Debug/data/image/tex16X16.bmp",
				"Debug/data/image/tex8x8.bmp",
				"Debug/data/image/tex4x4.bmp",
				"Debug/data/image/tex2X2.bmp",
				"Debug/data/image/tex1x1.bmp",
			};
			_textureId = buildMipMap(szName, 6);
			_texGrass = loadTexture("Debug/data/image/grass.png");
			_texDynamic = createTexture(_width, _height);
			_camera._eye = CELL::float3(1, 1, 5);
			_camera._look = CELL::float3(0.5f, -0.4f, -5.5f);
			_camera._up = CELL::float3(0.0f, 1.0f, 0.0f);
			_camera._right = CELL::float3(1.0f, 0.0f, 0.0f);


			MSG msg = { 0 };
			while (msg.message != WM_QUIT)
			{
				if (msg.message == WM_DESTROY ||
					msg.message == WM_CLOSE)
				{
					break;
				}
				/**
				*   有消息,处理消息,无消息,则进行渲染绘制
				*/
				if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
				{
					TranslateMessage(&msg);
					DispatchMessage(&msg);
				}
				else
				{
					render();
					eglSwapBuffers(_display, _surface);
				}
			}
			/**
			*   销毁OpenGLES20
			*/
			destroyOpenGLES20();

			return  0;
		}
	};
}

程序入口:

#include "CELLWinApp.hpp"



int APIENTRY _tWinMain(HINSTANCE hInstance,
	HINSTANCE hPrevInstance,
	LPTSTR    lpCmdLine,
	int       nCmdShow)
{
	UNREFERENCED_PARAMETER(hPrevInstance);
	UNREFERENCED_PARAMETER(hInstance);
	UNREFERENCED_PARAMETER(lpCmdLine);
	UNREFERENCED_PARAMETER(nCmdShow);


	CELL::CELLWinApp  app(hInstance);
	app.main(800, 600);

	return 0;
}


完整代码下载地址:http://download.csdn.net/detail/hb707934728/9843449

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