【发布时间】:2011-11-05 03:08:04
【问题描述】:
我正在为 iphone 编写一个显示旋转立方体的简单应用程序。 我正在使用 glDrawElements (openGl es) 来绘制立方体的三角形并旋转它。我注意到当我将立方体的大小增加到 100*100*100 体素时,显示性能会变差 (澄清:我不画整个立方体,我只画它的轮廓(网格)。我通过在立方体上应用行进立方体算法来获得网格的所有三角形......最终我得到了类似 120k 三角形的东西,它们是由 40k 个顶点表示)...
为了绘制立方体,我持有一个顶点数组、颜色数组和一个顶点索引数组。索引数组定义要绘制的顶点的三角形。它作为参数传递给 glDrawElements。
最近我对使用顶点缓冲区对象 (VBO) 绘制立方体的不同技术感到不满。我已经实现了它,但性能比以前的技术更差
这是我的代码,也许我犯了一个愚蠢的错误,任何改进建议都会受到好评:)
顺便说一句,我参考了以下文章:
http://playcontrol.net/ewing/jibberjabber/opengl_vertex_buffer_object.html http://iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-table-of.html
//all the 7 variables down are initialized by other function at the beginning
GLushort* meshIndices; //array of indices (ushort)
MeshVertex* meshVertices; //array of vertices (floats)
Color3D* meshColors; //array of colors (floats)
int numberOfTriangles; //number of Triangle to draw the cube
int numberOfVertices; //number of all Vertices to draw the cube
int numberOfIndices; //number of all Indices to draw the cube, each 3 indices define 3 vertices which define 1 triangle
int numberOfColors; //number of colors used to draw the cube. each color is of tip Color3D
//in this function i initializing the VBOs
- (void) setupMeshVBOs {
glGenBuffers(1, &triangleVBO);
glBindBuffer(GL_ARRAY_BUFFER, triangleVBO);
const GLsizeiptr vertex_size = numberOfVertices * sizeof(MeshVertex);
const GLsizeiptr color_size = numberOfColors * sizeof(Color3D);
glBufferData(GL_ARRAY_BUFFER, vertex_size + color_size, 0, GL_STATIC_DRAW);
GLvoid* vbo_buffer = glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
memcpy(vbo_buffer, meshVertices, vertex_size);
GLbyte* temp = (GLbyte*)vbo_buffer;
temp += vertex_size;
memcpy((GLvoid*)temp, meshColors, color_size);
glUnmapBufferOES(GL_ARRAY_BUFFER);
glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)((char*)NULL));
glColorPointer(4, GL_FLOAT, 0, (GLvoid*)((char*)NULL+vertex_size));
glGenBuffers(1, &triangleIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, triangleIBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, numberOfIndices * sizeof(GLushort), meshIndices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
//this function is the one which draws the VBOs
- (void)drawView:(GLView*)view;
{
static GLfloat rot = 0.0;
glLoadIdentity();
glTranslatef(-1.0f,-2.0f,-20.0f);
glRotatef(rot,1.0f,1.0f,1.0f);
glClearColor(0.7, 0.7, 0.7, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindBuffer(GL_ARRAY_BUFFER, triangleVBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, triangleIBO);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDrawElements(GL_TRIANGLE_STRIP, numberOfIndices, GL_UNSIGNED_SHORT, (GLvoid*)((char*)NULL));
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
static NSTimeInterval lastDrawTime;
if (lastDrawTime)
{
NSTimeInterval timeSinceLastDraw = [NSDate timeIntervalSinceReferenceDate] - lastDrawTime;
rot+=50 * timeSinceLastDraw;
}
lastDrawTime = [NSDate timeIntervalSinceReferenceDate];
}
【问题讨论】:
-
首先,您说在 100^3 体素处性能变差。这一点也不奇怪,因为那将是 100 万个体素。我假设每个体素是一个立方体,由 12 个三角形组成。这将是每个渲染调用 1200 万个三角形。那是很多。另请注意,当顶点和颜色数据交错时,VBO可能更有效。不过,至于iPhone(PowerVR)我不知道是不是这样。
-
是的,我没有很好地解释我的自我,我已经相应地编辑了问题。立方体是 100*100*100 但我不画整个立方体,我只画它的轮廓(网格)。我通过在立方体上应用行进立方体算法来获得网格的所有三角形......最终我得到了类似于 120k 三角形的东西,它们由 40k 个顶点表示......
标签: objective-c performance ios4 opengl-es vbo