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c++ - Hook OpenGL 帮助(4 - 5 个问题)

转载 作者:行者123 更新时间:2023-11-28 07:58:37 27 4
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好的,我已经使用我自己的 glwrapper 成功地连接了所有 OpenGL 函数。我遇到的问题是关于 Intel/Nvidia 与 ATI 的对比。我 Hook 模型并为每个模型生成 ID,以便我可以知道正在渲染什么。

以下是我目前掌握的信息+区别:

glPushMatrix()

glMultMatrixf({0.70710671, 0, 0.70710683, 0}
{0, 1, 0, 0}
{-0.70710683, 0, 0.70710671, 0}
{26368, -1125, 28416, 1})

glBindBufferARB(GL_ARRAY_BUFFER, 56)
glBufferSubDataARB(GL_ARRAY_BUFFER, 0, 11544, 0x0B2DF6EC)
glGenBuffersARB(1, 0x0AE6231C)
glBindBufferARB(GL_ARRAY_BUFFER, 65)
glBufferDataARB(GL_ARRAY_BUFFER, 11544, 0x0B2DF6EC, GL_STATIC_DRAW)
glGenBuffersARB(1, 0x0AE6231C)
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 66)
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER, 7020, 0x0B2DF6EC, GL_STATIC_DRAW)

//以上都是两 block 显卡完成的。以下是问题所在。

glBindBufferARB(GL_ARRAY_BUFFER, 56)         //Intel/Nvidia makes this NULL.
glVertexPointer(3, GL_FLOAT, 12, 0x00000000) //Intel/NVidia makes this Not 0x00000.
glEnableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_NORMAL_ARRAY)
glBindBufferARB(GL_ARRAY_BUFFER, 65)
glColorPointer(4, GL_UNSIGNED_BYTE, 12, 0x00000000)
glEnableClientState(GL_COLOR_ARRAY)
glTexCoordPointer(2, GL_FLOAT, 12, 0x00000004)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glDrawElements(GL_TRIANGLES, 3510, GL_UNSIGNED_SHORT, 0x00000000)

我想知道为什么要对 Nvidia && Intel 卡的绑定(bind)缓冲区调用进行 NULL 处理而不将顶点指针清零,而在 ATI 上,一切都如上。

有什么区别?另外我的第二个问题是,如果我存储指向顶点的指针和索引(保证它们不会被删除),我怎样才能得到每个顶点?

例子:

VBO CurrentBuffer;
std::vector<VBO> Buffers;

Hook_glBufferDataARB(GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage)
{
CurrentBuffer.target = target;
CurrentBuffer.size = size;
CurrentBuffer.usage = usage; //To figure out if it's indices array or vertex array.
CurrentBuffer.data = data; //Let us assume that this pointer is never deleted.

(*original_BufferDataArb)(target, size, data, usage);
}

Hook_glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
CurrentBuffer.VNull = (pointer == NULL) ? true : false;
CurrentBuffer.VPointer = pointer; //This can be both null or not null.
CurrentBuffer.VSize = size;
CurrentBuffer.Vtype = type;
CurrentBuffer.Stride = stride;
Buffers.push_back(CurrentBuffer);

(*original_VPointer)(size, type, stride, pointer);
}


void Hook_glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
if (mode == GL_TRIANGLES)
{
const GLfloat* Pointer = static_cast<const GLfloat*>(Buffers.back().VPointer); //Assuming it isn't NULL.
for (int I = 0; I < count / 3; ++I) //For each triangle.
{
int X = *(reinterpret_cast<const GLfloat*>(reinterpret_cast<const char*>(Pointer)));
int Y = *(reinterpret_cast<const GLfloat*>(reinterpret_cast<const char*>(Pointer) + (Buffers.back().Stride)) + 1);
int Z = *(reinterpret_cast<const GLfloat*>(reinterpret_cast<const char*>(Pointer) + (2 * Buffers.back().Stride)) + 2);
}
}

(*original_DrawElements)(mode, count, type, indices);
}

我是否正确地迭代了指针?另外,如果 vertexpointer 为 null,有没有办法可以使用 bufferdata 用法来获取每个顶点?我读到我能做到:

if (CurrentBuffer.VNull)
{
GLfloat* IndexPointer = Buffers[Buffers.size()].data; //Index pointer is GL_Element_Array_Buffer
GLfloat* VertexPointer = Buffers[Buffers.size() - 1].data; //Vertex pointer is GL_Array_Buffer

for (int I = 0; I < TriangleCount; ++I)
{
int X = *VertexPointer[IndexPointer[I]];
int Y = *VertexPointer[IndexPointer[I]] + 1;
int Z = *VertexPointer[IndexPointer[I]] + 2;
}
}

最佳答案

glBindBufferARB(GL_ARRAY_BUFFER, 56)         //Intel/Nvidia makes this NULL.
glVertexPointer(3, GL_FLOAT, 12, 0x00000000) //Intel/NVidia makes this Not 0x00000.

您确定吗,在您的 Intel/NVidia 案例中,程序没有主动设置这些值。空值作为 glVertexPointer 的数据参数只有在绑定(bind)了缓冲区对象时才有意义。但是,如果没有绑定(bind)缓冲区对象,例如通过使用 ID 为 0 的 glBindBuffer 调用解除绑定(bind),则 glVertexPointer 的数据参数必须是非空指针。

关于c++ - Hook OpenGL 帮助(4 - 5 个问题),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/12094610/

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