我有一些时间,我读过关于 VBO 的文章,这就是我得到的:
http://img64.imageshack.us/img64/5733/fps8.jpg
好吧,比以前好多了。它是在发布时编译的。我使用 VBO(可能,如果一切正常的话)和 glDrawArrays 来绘制。
这是绘图代码。请给我建议如何优化它。我想要地形......呃几千 FPS,是真的吗?
void DrawVBO (void)
{
int i;
CVert* m_pVertices;
CTexCoord* m_pTexCoords;
unsigned int m_nTextureId;
m_pVertices = NULL;
m_pTexCoords = NULL;
m_nVertexCount = 0;
m_nVBOVertices = m_nVBOTexCoords = m_nTextureId = 0;
if( IsExtensionSupported( "GL_ARB_vertex_buffer_object" ) )
{
// Pobierz wskaźniki na funkcje OpenGL
glGenBuffersARB = (PFNGLGENBUFFERSARBPROC) wglGetProcAddress("glGenBuffersARB");
glBindBufferARB = (PFNGLBINDBUFFERARBPROC) wglGetProcAddress("glBindBufferARB");
glBufferDataARB = (PFNGLBUFFERDATAARBPROC) wglGetProcAddress("glBufferDataARB");
glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)
wglGetProcAddress("glDeleteBuffersARB");
}
todrawquads=0;
nIndex=0;
// my function counting how many quads I will draw
for (i=0;i<MAX_CHUNKS_LOADED;i++)
{
if (chunks_loaded[i].created==1)
{
countquads(i);
}
}
m_nVertexCount=4*todrawquads;
m_pVertices = new CVec[m_nVertexCount];
m_pTexCoords = new CTexCoord[m_nVertexCount];
// another my function adding every quad which i'm going to draw (its verticles) to array
for (i=0;i<MAX_CHUNKS_LOADED;i++)
{
if (chunks_loaded[i].created==1)
{
addchunktodraw(i,m_pVertices,m_pTexCoords);
}
}
glClearColor (1,1,1, 0.0);
glColor3f(1,1,1);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity (); // Reset The Modelview Matrix
fps++;
// Camera settings.
//gluLookAt (zom, zom, zom, 0.0, 0.0, 0.0, 0, 0, 1);
gluLookAt (zoom, zoom, zoom, 0.0, 0.0, 0.0, 0, 0, 1);
glRotatef((rot_x / 180 * 3.141592654f),1,0,0);
glRotatef((rot_y / 180 * 3.141592654f),0,1,0);
glRotatef((rot_z / 180 * 3.141592654f),0,0,1);
//m_nTextureId = t_terrain;
// Generate And Bind The Vertex Buffer
glGenBuffersARB( 1, &m_nVBOVertices ); // Get A Valid Name
glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOVertices ); // Bind The Buffer
// Load The Data
glBufferDataARB( GL_ARRAY_BUFFER_ARB, m_nVertexCount*3*sizeof(float), m_pVertices, GL_STATIC_DRAW_ARB );
// Generate And Bind The Texture Coordinate Buffer
glGenBuffersARB( 1, &m_nVBOTexCoords ); // Get A Valid Name
glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOTexCoords ); // Bind The Buffer
// Load The Data
glBufferDataARB( GL_ARRAY_BUFFER_ARB, m_nVertexCount*2*sizeof(float), m_pTexCoords, GL_STATIC_DRAW_ARB );
// Enable Pointers
glEnableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays
glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // Enable Texture Coord Arrays
glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOVertices );
glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL ); // Set The Vertex Pointer To The Vertex Buffer
glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOTexCoords );
glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL ); // Set The TexCoord Pointer To The TexCoord Buffe
glDrawArrays( GL_QUADS, 0, m_nVertexCount); // Draw All Of The Triangles At Once
glDisableClientState( GL_VERTEX_ARRAY ); // Disable Vertex Arrays
glDisableClientState( GL_TEXTURE_COORD_ARRAY ); // Disable Texture Coord Arrays
liniergb();
glutSwapBuffers();
delete [] m_pVertices; m_pVertices = NULL;
delete [] m_pTexCoords; m_pTexCoords = NULL;
}
那么我能用它做什么呢?(上面的代码是主要的绘图功能)
编辑
我已经移动了这个:
if( IsExtensionSupported( "GL_ARB_vertex_buffer_object" ) )
{
// Pobierz wskaźniki na funkcje OpenGL
glGenBuffersARB = (PFNGLGENBUFFERSARBPROC) wglGetProcAddress("glGenBuffersARB");
glBindBufferARB = (PFNGLBINDBUFFERARBPROC) wglGetProcAddress("glBindBufferARB");
glBufferDataARB = (PFNGLBUFFERDATAARBPROC) wglGetProcAddress("glBufferDataARB");
glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)
wglGetProcAddress("glDeleteBuffersARB");
}
到我的主要功能。应该没有改善吧。
编辑2
现在,我也可以看到它正在吃内存。每隔几秒钟,程序内存使用量就会越来越多……怎么了?我不删除什么?
编辑3
好的,非常感谢。我已经将一些代码移到绘图函数之外并且......更多的 fps !非常感谢 !
http://img197.imageshack.us/img197/5193/fpsfinal.jpg
它是 640x640 块(大 40 倍)的地图,带有 650'000 个四边形(大约是 70 倍以上),并且仍然约为 170 fps。伟大的 !并且没有内存泄漏。再次感谢 !