I got some time and I've read about VBO and that's what I got :
http://img64.imageshack.us/img64/5733/fps8.jpg
Ok, it's much better than before. It's compiled on Release. I uses VBO (probably, if everthing's OK) and glDrawArrays to draw.
Here's drawing code. Please give me advice how to optimize it. I wanted with terrain ... uh few thousand FPS, is it real ?
void DrawVBO (voi开发者_Python百科d)
{
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;
}
So what I can do with it ? (Code above is main draw function)
edit
I've moved this :
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");
}
to my main function. Probably no improvement.
edit2
Now , also I can see that it's eating memory. Every few seconds program memory usage is rising up more and more ... What's wrong ? What I'm not deleting ?
edit3
Ok , thanks sooooo much. I've moved some code outside draw function and ... much more fps ! Thanks so much !
http://img197.imageshack.us/img197/5193/fpsfinal.jpg
It's 640x640 blocks (so 40 times bigger) map with 650'000 quads (about 70 times more) and still ~170 fps. Great ! And no memory leaks. Thanks again !
You're reloading all your buffers and freeing them again in every single frame? Stop doing that and your frame rate will go up.
Note that your current code will eventually run out of VBO identifiers, since you never delete the VBOs you create.
Linking extension functions definitely doesn't need to be done every frame either.
Your DrawVBO function should contain only:
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);
// 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();
You need to move the rest to separate function called only once at start-up (or when the terrain changes).
A few things stand out:
In your drawing function you're allocating memory for your geometry data
m_pVertices = new CVec[m_nVertexCount];
m_pTexCoords = new CTexCoord[m_nVertexCount];
Memory allocation is a extreme expensive operation, this is one of those things that should be done only once. OpenGL is not meant to be "initialized" – but the data structures you're going to pass to it are!
Here you're copying the newly allocated buffers to OpenGL, again and again with each frame. This is exactly the opposite of what to do.
// 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 );
The whole idea of VBOs is, to load the data only once, copy it to OpenGL and then never reallocate it again. Note that this is not OpenGL initialization, it's data initialization, something totally reasonable. I see that you have named your variables m_pVertices
and m_pTexCoords
indicating that those are class member variables. Then the solution is simple: Move that whole initialization code into some loader function. Also instead of naked C++ arrays I strongly suggest using std::vector
.
So let's fix this:
// Load Extensions only once. Well, once per context actually, however
// why don't you just use an extension wrapper and forget about those
// gritty details? Google GLEW or GLee
void init_extensions()
{
if( IsExtensionSupported( "GL_ARB_vertex_buffer_object" ) )
{
// Pobierz wska\u017aniki na funkcje OpenGL
glGenBuffersARB = (PFNGLGENBUFFERSARBPROC) wglGetProcAddress("glGenBuffersARB");
glBindBufferARB = (PFNGLBINDBUFFERARBPROC) wglGetProcAddress("glBindBufferARB");
glBufferDataARB = (PFNGLBUFFERDATAARBPROC) wglGetProcAddress("glBufferDataARB");
glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC) wglGetProcAddress("glDeleteBuffersARB");
}
}
class Block0r
{
protected:
GLuint m_nTextureId;
GLuint m_nVBOVertices;
GLuint m_nVBOTexCoords;
GLuint m_nVertexCount;
// Call this one time to load the data
void LoadVBO()
{
std::vector<CVert> vertices;
std::vector<CTexCoord> texCoords;
// my function counting how many quads I will draw
todrawquads = 0;
for(int i=0; i < MAX_CHUNKS_LOADED; i++) {
if( chunks_loaded[i].created == 1 ) {
countquads(i);
}
}
m_nVertexCount = 4*todrawquads;
vertices.resize(vertexcount);
texcoords.resize(vertexcount);
for (i=0;i<MAX_CHUNKS_LOADED;i++) {
if (chunks_loaded[i].created==1) {
addchunktodraw(i, &vertices[0], &texcoords[0]);
}
}
glGenBuffersARB( 1, &m_nVBOVertices );
glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOVertices );
glBufferDataARB( GL_ARRAY_BUFFER_ARB, vertices.size()*sizeof(CVert), &vertices[0], GL_STATIC_DRAW_ARB );
glGenBuffersARB( 1, &m_nVBOTexCoords );
glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOTexCoords );
glBufferDataARB( GL_ARRAY_BUFFER_ARB, texCoords.size()*sizeof(CTexCoord), &texCoords[0], GL_STATIC_DRAW_ARB );
}
void DrawVBO()
{
glClearColor (1,1,1, 0.0);
glColor3f(1,1,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
setup_projection(); // this should really be done in the drawing handler
glMatrixMode(GL_MODELVIEW); // don't asssume a certain matrix being active!
glLoadIdentity();
fps++;
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);
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOVertices );
glVertexPointer( 3, GL_FLOAT, 0, (GLvoid *) 0 );
glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nVBOTexCoords );
glTexCoordPointer( 2, GL_FLOAT, 0, (GLvoid *) 0 );
glDrawArrays( GL_QUADS, 0, m_nVertexCount);
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
liniergb();
glutSwapBuffers();
}
}
On a side note: Comments like // Generate And Bind The Vertex Buffer
or // Set The Vertex Pointer To The Vertex Buffer
are not very usefull. Those comments just redundantly tell, what one can read from the code anyway.
Comments should be added to code, which inner workings are not immediately understandably, or if you had to do some kind of hack to fix something and this hack would puzzle someone else, or yourself in a few months time.
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