CSharpGL(38)带初始数据创建Vertex Buffer Object的情形汇总

CSharpGL(38)带初始数据创建Vertex Buffer Object的情形汇总

开始

总的来说,OpenGL应用开发者会遇到为如下三种数据创建Vertex Buffer Object的情形:

  1. 任意一个struct类型T data;
  2. 任意一个元素类型为struct的数组T[] array;
  3. 任意一个非托管数组UnmanagedArray<T> array;

而可创建的Vertex Buffer Object也分为如下的类别:

  1. 描述顶点属性(位置、颜色、法线等)的VertexBuffer;
  2. 描述索引的IndexBuffer;
  3. 描述其他自定义内容的各种Buffer;

本文介绍用C#如何实现上述功能。

非托管数组->VertexBuffer

最基本的功能是通过非托管数组UnmanagedArrayBase创建一个VBO,我们首先实现这个功能。

 1         public static VertexBuffer GetVertexBuffer(this UnmanagedArrayBase array, VBOConfig config, string varNameInVertexShader, BufferUsage usage, uint instancedDivisor = 0, int patchVertexes = 0)
 2         {
 3             uint[] buffers = new uint[1];
 4             glGenBuffers(1, buffers);
 5             const uint target = OpenGL.GL_ARRAY_BUFFER;
 6             glBindBuffer(target, buffers[0]);
 7             glBufferData(target, array.ByteLength, array.Header, (uint)usage);
 8             glBindBuffer(target, 0);
 9 
10             var buffer = new VertexBuffer(
11                 varNameInVertexShader, buffers[0], config, array.Length, array.ByteLength, instancedDivisor, patchVertexes);
12 
13             return buffer;
14         }

 

T[] -> VertexBuffer

很多时候,大家都是在用习惯了的托管数组(int[]、Point[]、vec3[]等)。那么能不能直接用托管数组创建VBO呢?当然可以。虽然是托管数组,但是在内存中毕竟也还是连续存放的一块内存。我们只需找到它的地址就可以了。找地址这件事通过 Marshal.UnsafeAddrOfPinnedArrayElement(); 就可以做到。

 1         public static VertexBuffer GetVertexBuffer<T>(this T[] array, VBOConfig config, string varNameInVertexShader, BufferUsage usage, uint instancedDivisor = 0, int patchVertexes = 0) where T : struct
 2         {
 3             GCHandle pinned = GCHandle.Alloc(array, GCHandleType.Pinned);
 4             IntPtr header = Marshal.UnsafeAddrOfPinnedArrayElement(array, 0);
 5             UnmanagedArrayBase unmanagedArray = new UnmanagedArray<T>(header, array.Length);// It's not neecessary to call Dispose() for this unmanaged array.
 6             VertexBuffer buffer = GetVertexBuffer(unmanagedArray, config, varNameInVertexShader, usage, instancedDivisor, patchVertexes);
 7             pinned.Free();
 8 
 9             return buffer;
10         }

 

T -> VertexBuffer

那么单独的一个struct变量,如何为之创建VBO?只需用一个 var array = new T[1]{ data }; 将其封装起来,就可以用上面的方法了。

 1         public static VertexBuffer GetVertexBuffer<T>(this T data, VBOConfig config, string varNameInVertexShader, BufferUsage usage, uint instancedDivisor = 0, int patchVertexes = 0) where T : struct
 2         {
 3             var array = new T[] { data };
 4             return GetVertexBuffer(array, config, varNameInVertexShader, usage, instancedDivisor, patchVertexes);
 5             // another way to do this:
 6             //using (UnmanagedArrayBase unmanagedArray = new UnmanagedArray<T>(1))
 7             //{
 8             //    Marshal.StructureToPtr(data, unmanagedArray.Header, false);
 9             //    VertexBuffer buffer = GetVertexBufferObject(unmanagedArray, config, varNameInVertexShader, usage, instancedDivisor, patchVertexes);
10             //    return buffer;
11             //}
12         }

非托管数组->IndexBuffer

非托管数组->OneIndexBuffer

从非托管数组到OneIndexBuffer的思路和上面一致。要注意的是,OneIndexBuffer能接受的元素类型只能是byte、ushort、uint三者之一。

 1         public static OneIndexBuffer GetOneIndexBuffer(this UnmanagedArray<byte> array, DrawMode mode, BufferUsage usage, int primCount = 1)
 2         {
 3             return GetOneIndexBuffer(array, mode, usage, IndexElementType.UByte, primCount);
 4         }
 5 
 6         public static OneIndexBuffer GetOneIndexBuffer(this UnmanagedArray<ushort> array, DrawMode mode, BufferUsage usage, int primCount = 1)
 7         {
 8             return GetOneIndexBuffer(array, mode, usage, IndexElementType.UShort, primCount);
 9         }
10 
11         public static OneIndexBuffer GetOneIndexBuffer(this UnmanagedArray<uint> array, DrawMode mode, BufferUsage usage, int primCount = 1)
12         {
13             return GetOneIndexBuffer(array, mode, usage, IndexElementType.UInt, primCount);
14         }
15 
16         private static OneIndexBuffer GetOneIndexBuffer(this UnmanagedArrayBase array, DrawMode mode, BufferUsage usage, IndexElementType elementType, int primCount = 1)
17         {
18             if (glGenBuffers == null)
19             {
20                 InitFunctions();
21             }
22 
23             uint[] buffers = new uint[1];
24             glGenBuffers(1, buffers);
25             const uint target = OpenGL.GL_ELEMENT_ARRAY_BUFFER;
26             glBindBuffer(target, buffers[0]);
27             glBufferData(target, array.ByteLength, array.Header, (uint)usage);
28             glBindBuffer(target, 0);
29 
30             var buffer = new OneIndexBuffer(buffers[0], mode, elementType, array.Length, array.ByteLength, primCount);
31 
32             return buffer;
33         }

 

T[] -> OneIndexBuffer

思路同上。

 1         public static OneIndexBuffer GetOneIndexBuffer(this byte[] array, DrawMode mode, BufferUsage usage, int primCount = 1)
 2         {
 3             GCHandle pinned = GCHandle.Alloc(array, GCHandleType.Pinned);
 4             IntPtr header = Marshal.UnsafeAddrOfPinnedArrayElement(array, 0);
 5             var unmanagedArray = new UnmanagedArray<byte>(header, array.Length);// It's not neecessary to call Dispose() for this unmanaged array.
 6             OneIndexBuffer buffer = GetOneIndexBuffer(unmanagedArray, mode, usage, IndexElementType.UByte, primCount);
 7             pinned.Free();
 8 
 9             return buffer;
10         }
11 
12         public static OneIndexBuffer GetOneIndexBuffer(this ushort[] array, DrawMode mode, BufferUsage usage, int primCount = 1)
13         {
14             GCHandle pinned = GCHandle.Alloc(array, GCHandleType.Pinned);
15             IntPtr header = Marshal.UnsafeAddrOfPinnedArrayElement(array, 0);
16             var unmanagedArray = new UnmanagedArray<ushort>(header, array.Length);// It's not neecessary to call Dispose() for this unmanaged array.
17             OneIndexBuffer buffer = GetOneIndexBuffer(unmanagedArray, mode, usage, IndexElementType.UShort, primCount);
18             pinned.Free();
19 
20             return buffer;
21         }
22 
23         public static OneIndexBuffer GetOneIndexBuffer(this uint[] array, DrawMode mode, BufferUsage usage, int primCount = 1)
24         {
25             GCHandle pinned = GCHandle.Alloc(array, GCHandleType.Pinned);
26             IntPtr header = Marshal.UnsafeAddrOfPinnedArrayElement(array, 0);
27             var unmanagedArray = new UnmanagedArray<uint>(header, array.Length);// It's not neecessary to call Dispose() for this unmanaged array.
28             OneIndexBuffer buffer = GetOneIndexBuffer(unmanagedArray, mode, usage, IndexElementType.UInt, primCount);
29             pinned.Free();
30 
31             return buffer;
32         }

 

T -> OneIndexBuffer

只有1个元素的索引数组,比较奇葩,不过也是可以实现的。

 1         public static OneIndexBuffer GetOneIndexBuffer(this byte data, DrawMode mode, BufferUsage usage, int primCount = 1)
 2         {
 3             var array = new byte[] { data };
 4             return GetOneIndexBuffer(array, mode, usage, primCount);
 5         }
 6 
 7         public static OneIndexBuffer GetOneIndexBuffer(this ushort data, DrawMode mode, BufferUsage usage, int primCount = 1)
 8         {
 9             var array = new ushort[] { data };
10             return GetOneIndexBuffer(array, mode, usage, primCount);
11         }
12 
13         public static OneIndexBuffer GetOneIndexBuffer(this uint data, DrawMode mode, BufferUsage usage, int primCount = 1)
14         {
15             var array = new uint[] { data };
16             return GetOneIndexBuffer(array, mode, usage, primCount);
17         }

 

ZeroIndexBuffer

这事一个特殊的Buffer,因为实际上在OpenGL的server端并没有真正创建一个Buffer。但是逻辑上把它也视作一个Buffer是方便合理的。既然没有真正创建Buffer,那么也就不存在用非托管数组创建ZeroIndexBuffer的情形了。

非托管数组->自定义Buffer

自定义Buffer都有哪些

所谓自定义Buffer,是那些用途各异的特殊Buffer,目前CSharpGL包含了:

1 AtomicCounterBuffer
2 PixelPackBuffer
3 PixelUnpackBuffer
4 ShaderStorageBuffer
5 TextureBuffer
6 UniformBuffer

下面以 AtomicCounterBuffer 为例,其他雷同。

非托管数组->自定义Buffer

思路同上。

        public static AtomicCounterBuffer GetAtomicCounterBuffer(this UnmanagedArrayBase array, BufferUsage usage)
        {
            return GetIndependentBuffer(array, IndependentBufferTarget.AtomicCounterBuffer, usage) as AtomicCounterBuffer;
        }

        private static Buffer GetIndependentBuffer(this UnmanagedArrayBase array, IndependentBufferTarget bufferTarget, BufferUsage usage)
        {
            uint[] buffers = new uint[1];
            glGenBuffers(1, buffers);
            var target = (uint)bufferTarget;
            glBindBuffer(target, buffers[0]);
            glBufferData(target, array.ByteLength, array.Header, (uint)usage);
            glBindBuffer(target, 0);

            Buffer buffer = null;
            switch (bufferTarget)
            {
                case IndependentBufferTarget.AtomicCounterBuffer:
                    buffer = new AtomicCounterBuffer(buffers[0], array.Length, array.ByteLength);
                    break;

                case IndependentBufferTarget.PixelPackBuffer:
                    buffer = new PixelPackBuffer(buffers[0], array.Length, array.ByteLength);
                    break;

                case IndependentBufferTarget.PixelUnpackBuffer:
                    buffer = new PixelUnpackBuffer(buffers[0], array.Length, array.ByteLength);
                    break;

                case IndependentBufferTarget.ShaderStorageBuffer:
                    buffer = new ShaderStorageBuffer(buffers[0], array.Length, array.ByteLength);
                    break;

                case IndependentBufferTarget.TextureBuffer:
                    buffer = new TextureBuffer(buffers[0], array.Length, array.ByteLength);
                    break;

                case IndependentBufferTarget.UniformBuffer:
                    buffer = new UniformBuffer(buffers[0], array.Length, array.ByteLength);
                    break;

                default:
                    throw new NotImplementedException();
            }

            return buffer;
        }

 

T[] –> 自定义Buffer

思路同上。

 1         public static AtomicCounterBuffer GetAtomicCounterBuffer<T>(this T[] array, BufferUsage usage) where T : struct
 2         {
 3             GCHandle pinned = GCHandle.Alloc(array, GCHandleType.Pinned);
 4             IntPtr header = Marshal.UnsafeAddrOfPinnedArrayElement(array, 0);
 5             var unmanagedArray = new UnmanagedArray<T>(header, array.Length);// It's not neecessary to call Dispose() for this unmanaged array.
 6             AtomicCounterBuffer buffer = GetIndependentBuffer(unmanagedArray, IndependentBufferTarget.AtomicCounterBuffer, usage) as AtomicCounterBuffer;
 7             pinned.Free();
 8 
 9             return buffer;
10         }

T -> 自定义Buffer

思路同上。这个方式还是比较常见的一种用法。

1         public static AtomicCounterBuffer GetAtomicCounterBuffer<T>(this T data, BufferUsage usage) where T : struct
2         {
3             var array = new T[] { data };
4             return GetAtomicCounterBuffer(array, usage);
5         }

如何使用

实现了上面那些看起来比较啰嗦的功能,现在来看看使用的时候是什么情形。

 -> VertexBuffer

最基本的功能是通过数组UnmanagedArrayBase或T[]创建一个VBO,我们首先使用这个功能。可见只需一行代码即可实现,且调用方式也相同。

1     vec3 position = GetPositions();
2     VertexBuffer buffer = position.GetVertexBuffer(VBOConfig.Vec3, varNameInShader, BufferUsage.StaticDraw);
3     //
4     vec3[] positions = GetPositions();
5     VertexBuffer buffer = positions.GetVertexBuffer(VBOConfig.Vec3, varNameInShader, BufferUsage.StaticDraw);
6     //
7     UnmanagedArray<vec3> positions = GetPositions();
8     VertexBuffer buffer = positions.GetVertexBuffer(VBOConfig.Vec3, varNameInShader, BufferUsage.StaticDraw);

 

-> OneIndexBuffer

同上,不解释。

1     uint position = GetIndexes();
2     VertexBuffer buffer = position.GetOneIndexBuffer(DrawMode.Triangles, BufferUsage.StaticDraw);
3     //
4     uint[] positions = GetIndexes();
5     VertexBuffer buffer = positions.GetOneIndexBuffer(DrawMode.Triangles, BufferUsage.StaticDraw);
6     //
7     UnmanagedArray<uint> positions = GetIndexes();
8     VertexBuffer buffer = positions.GetOneIndexBuffer(DrawMode.Triangles, BufferUsage.StaticDraw);

 

-> 自定义Buffer

同上,不解释。

1     SomeStruct data = GetIndexes();
2     VertexBuffer buffer = position.GetUniformBuffer(BufferUsage.StaticDraw);
3     //
4     SomeStruct[] data = GetIndexes();
5     VertexBuffer buffer = data.GetUniformBuffer(BufferUsage.StaticDraw);
6     //
7     UnmanagedArray<SomeStruct> data = GetIndexes();
8     VertexBuffer buffer = data.GetUniformBuffer(BufferUsage.StaticDraw);

总结

业务数据是核心,其他参数辅助,按照这一思路,就实现了现在的一行创建VBO的功能。

CSharpGL已经有点深度,所以笔记很难写出让人直接就能眼前一亮的感觉了。

目前CSharpGL中已经涵盖了我所知的所有OpenGL知识点。下一步就是精心读书,继续深挖。

 

posted @ 2016-11-14 10:16 BIT祝威 阅读(...) 评论(...) 编辑 收藏

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