【发布时间】:2020-09-01 08:41:36
【问题描述】:
Android 应用程序中有许多简单的类似 3D 对象。这样初始化不会花费很长时间,对于我使用一对着色器(一个链接程序)的所有对象,例如:
public class SceneRenderer implements GLSurfaceView.Renderer {
private final int NUMBER = 400;
private Object3D[] objects = new Object3D[NUMBER];
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config {
LinkedProgram program = new LinkedProgram(vShader, fShader);
int programObject = program.get();
...
for (int i = 0; i < NUMBER; i++) {
// use one program for all objects
objects[i] = new Object3D(programObject);
}
}
...
@Override
public void onDrawFrame(GL10 gl) {
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, VBO[0]);
for (int i = 0; i < NUMBER; i++) {
objects[i].draw(); // draw all objects
}
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
}
}
每个 3D 对象都使用相同的编译程序:
public class Object3D {
...
public Object3D(int programObject) {
this.programObject = programObject;
mvpMatrixLink = GLES20.glGetUniformLocation(programObject, "mvp_matrix");
colorLink = GLES20.glGetUniformLocation(programObject, "v_color");
positionLink = GLES20.glGetAttribLocation(programObject, "a_position");
}
public draw() {
GLES20.glUseProgram(programObject);
GLES20.glUniformMatrix4fv(mvpMatrixLink, 1, false, mvpMatrix, 0);
GLES20.glEnableVertexAttribArray(positionLink);
GLES20.glVertexAttribPointer(positionLink, 3, GLES20.GL_FLOAT,
false, 12, 0);
GLES20.glUniform4fv(colorLink, 1, color, 0);
... // draw current 3D-object
}
}
这很好用——初始化更快。但我有一个问题:使用这种方法是否安全?还是每个 3D 对象都应该有自己的编译程序?
感谢您的任何评论/回答!
【问题讨论】:
标签: android performance opengl-es shader opengl-es-2.0