我一直在研究渲染草的不同技术。我决定主要使用几何着色器生成的草,这样当我将它们渲染为 GL_POINTS 时,我可以动态生成三角形风扇,但我没有看到我想看到的性能。使用 100,000 片草叶,我可能会获得 20-50 fps,而且我有一个不错的 GPU。我想知道我的方法是否错误,或者我是否达到了 GPU 的限制,或者我做错了什么,或者他们是否是一种更快的方法(我的目标是单个刀片,我可以在其中理想地操纵顶点) . 我使用的纹理 256x256
我的渲染步骤是:
创建 VAO 和 VBO 并存储位置和绑定一次:
float[] GrassLocations= new float[100000];
int vaoID = createVAO();
. //bind VBO to VAO
storeDataInAttributeList(0, 3, GrassLocations,0,0);
然后我渲染:
GL30.glBindVertexArray(VAO);
GL20.glEnableVertexAttribArray(0);
GL13.glActiveTexture(GL13.GL_TEXTURE0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
GL11.glDrawArrays(GL11.GL_POINTS, 0, 100000);
GL20.glDisableVertexAttribArray(0);
GL30.glBindVertexArray(0);
然后是我的顶点着色器:
#version 400
layout (location = 0) in vec3 VertexLocation;
uniform float time;
out vec3 offsets;
out vec3 Position;
out vec3 Normal;
out vec2 TexCoord;
out float visibility;
uniform mat4 transformationMatrix;
uniform mat4 viewMatrix;
uniform mat4 MVPmatrix;
uniform mat4 modelViewMatrix;
const float density = .007;
const float gradient = 1.5;
out float Time;
void main()
{
Time = time;
vec4 worldPosition = transformationMatrix * vec4(VertexLocation,1.0);
vec4 positionRelativeToCam = modelViewMatrix* vec4(VertexLocation,1.0);
Normal = vec3(0,1,0);
Position = vec3( worldPosition );
gl_Position = MVPmatrix* vec4(VertexLocation,1.0);
float distance = length(positionRelativeToCam.xyz);
visibility = exp(-pow((distance * density), gradient));
visibility = clamp(visibility,0.0,1.0);
offsets = offset;
}
我确实删除了顶点着色器,只留下了 GL_POSITION,但仍然不是问题。我的几何着色器:
#version 400
layout( points ) in;
layout( triangle_strip, max_vertices = 10 ) out;
float Size2=1; // Half the width of the quad
in vec3 Position[];
in vec3 Normal[];
in vec3 offsets[];
out vec3 position;
out vec3 normal;
in float Time[];
out vec2 TexCoord;
out vec3 color;
const float width = 5;
void main()
{
position = Position[0];
normal = Normal[0];
color = offsets[0];
gl_Position = (vec4(-Size2*width,-Size2,0.0,0.0) + gl_in[0].gl_Position);
TexCoord = vec2(0.0,0.0);
EmitVertex();
gl_Position = (vec4(Size2*width,-Size2,0.0,0.0) + gl_in[0].gl_Position);
TexCoord = vec2(1.0,0.0);
EmitVertex();
gl_Position = (vec4(-Size2*width+(Time[0].x),10,0.0,0.0) +
gl_in[0].gl_Position);
TexCoord = vec2(0.0,.25);
EmitVertex();
gl_Position = (vec4(Size2*width+(Time[0].x),10,0.0,0.0) +
gl_in[0].gl_Position);
TexCoord = vec2(1.0,.25);
EmitVertex();
///////////////////////////////////////////////////
gl_Position = (vec4(-Size2*width+(Time[0].x)*2,15,0.0,0.0) +
gl_in[0].gl_Position);
TexCoord = vec2(0.0,.50);
EmitVertex();
gl_Position = (vec4(Size2*width+(Time[0].x)*2,15,0.0,0.0) +
gl_in[0].gl_Position);
TexCoord = vec2(1.0,.50);
EmitVertex();
///////////////////////////////////////////////////
gl_Position = (vec4(-Size2*width+(Time[0].x)*3,25,0.0,0.0) +
gl_in[0].gl_Position);
TexCoord = vec2(0.0,.75);
EmitVertex();
gl_Position = (vec4(Size2*width+(Time[0].x)*3,25,0.0,0.0) +
gl_in[0].gl_Position);
TexCoord = vec2(1.0,.75);
EmitVertex();
///////////////////////////////////////////////////
gl_Position = (vec4(-Size2*width,Size2*7,Time[0].x,0.0) +
gl_in[0].gl_Position);
TexCoord = vec2(0.0,1.0);
EmitVertex();
gl_Position = (vec4(Size2*width,Size2*7,Time[0].x,0.0) +
gl_in[0].gl_Position);
TexCoord = vec2(1.0,1.0);
EmitVertex();
}
和我的片段着色器:(这是在延迟引擎中,我也尝试过前向渲染,但我认为这里不会影响性能)
#version 400
in vec2 TexCoord;
layout (binding=0) uniform sampler2D SpriteTex;
in vec3 color;
in vec3 normal;
in vec3 position;
layout( location = 0 ) out vec4 FragColor;
void main() {
vec4 texColor = texture(SpriteTex,TexCoord);
vec4 posColor = vec4(position.xyz,0);
gl_FragData[1] = posColor;
gl_FragData[2] = vec4(normal,1);
if(texColor.a<.5){
discard;
}
gl_FragData[0] = texColor;
}