使用 GL_TRIANGLE_STRIP 或索引 GL_TRIANGLES 绘制动态数量的四边形是不是更有效

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【中文标题】使用 GL_TRIANGLE_STRIP 或索引 GL_TRIANGLES 绘制动态数量的四边形是不是更有效【英文标题】:Is It More Efficient to Use GL_TRIANGLE_STRIP or Indexed GL_TRIANGLES to a Draw a Dynamic Number of Quads使用 GL_TRIANGLE_STRIP 或索引 GL_TRIANGLES 绘制动态数量的四边形是否更有效 【发布时间】:2013-03-25 14:55:57 【问题描述】:

我正在用 C++ 开发一个简单的基于 sprite 的 2D 游戏,它使用 OpenGL 进行硬件加速渲染,使用 SDL 进行窗口管理和用户输入处理。因为它是一个 2D 游戏,我只需要绘制四边形,但由于精灵的数量是动态的,我永远不能依赖于有一个恒定数量的四边形。因此,我需要通过我的 VBO 每帧重新缓冲所有顶点数据(因为可能比上一帧中的四边形更多或更少,因此缓冲区的大小可能不同)。

到目前为止,我的原型程序创建了一个窗口,并允许用户使用向上和向下箭头键在对角线行中添加和删除四边形。现在我正在绘制的四边形是简单的、无纹理的白色方块。这是我正在使用的代码(在 OS X 10.6.8 和带有 OpenGL 2.1 的 Ubuntu 12.04 下编译并正常工作):

#if defined(__APPLE__)
    #include <OpenGL/OpenGL.h>
#endif
#if defined(__linux__)
    #define GL_GLEXT_PROTOTYPES
    #include <GL/glx.h>
#endif

#include <GL/gl.h>
#include <SDL.h>
#include <iostream>
#include <vector>
#include <string>


struct Vertex
   
    //vertex coordinates
    GLint x;
    GLint y;
;

//Constants
const int SCREEN_WIDTH = 1024;
const int SCREEN_HEIGHT = 768;
const int FPS = 60; //our framerate
//Globals
SDL_Surface *screen;                    //the screen
std::vector<Vertex> vertices;           //the actual vertices for the quads
std::vector<GLint> startingElements;    //the index where the 4 vertices of each quad begin in the 'vertices' vector
std::vector<GLint> counts;              //the number of vertices for each quad
GLuint VBO = 0;                         //the handle to the vertex buffer


void createVertex(GLint x, GLint y)

    Vertex vertex;
    vertex.x = x;
    vertex.y = y;
    vertices.push_back(vertex);


//creates a quad at position x,y, with a width of w and a height of h (in pixels)
void createQuad(GLint x, GLint y, GLint w, GLint h)

    //Since we're drawing the quads using GL_TRIANGLE_STRIP, the vertex drawing
    //order is from top to bottom, left to right, like so:
    //
    //    1-----3
    //    |     |
    //    |     |
    //    2-----4

    createVertex(x, y);     //top-left vertex
    createVertex(x, y+h);   //bottom-left vertex
    createVertex(x+w, y);   //top-right vertex
    createVertex(x+w, y+h); //bottom-right vertex

    counts.push_back(4);    //each quad will always have exactly 4 vertices
    startingElements.push_back(startingElements.size()*4);

    std::cout << "Number of Quads: " << counts.size() << std::endl; //print out the current number of quads


//removes the most recently created quad
void removeQuad()

    if (counts.size() > 0)  //we don't want to remove a quad if there aren't any to remove
    
        for (int i=0; i<4; i++)
        
            vertices.pop_back();
        

        startingElements.pop_back();
        counts.pop_back();

        std::cout << "Number of Quads: " << counts.size() << std::endl;
    
    else
    
        std::cout << "Sorry, you can't remove a quad if there are no quads to remove!" << std::endl;
    



void init()

    //initialize SDL
    SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);

    screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 0, SDL_OPENGL);

#if defined(__APPLE__)
    //Enable vsync so that we don't get tearing when rendering
    GLint swapInterval = 1;
    CGLSetParameter(CGLGetCurrentContext(), kCGLCPSwapInterval, &swapInterval);
#endif

    //Disable depth testing, lighting, and dithering, since we're going to be doing 2D rendering only
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_LIGHTING);
    glDisable(GL_DITHER);
    glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_LIGHTING_BIT);

    //Set the projection matrix
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);

    //Set the modelview matrix
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    //Create VBO
    glGenBuffers(1, &VBO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);



void gameLoop()
   
    int frameDuration = 1000/FPS;   //the set duration (in milliseconds) of a single frame      
    int currentTicks;       
    int pastTicks = SDL_GetTicks();
    bool done = false;  
    SDL_Event event;

    while(!done)
       
        //handle user input
        while(SDL_PollEvent(&event))
        
            switch(event.type)
            
                case SDL_KEYDOWN:
                    switch (event.key.keysym.sym)
                    
                        case SDLK_UP:   //create a new quad every time the up arrow key is pressed
                            createQuad(64*counts.size(), 64*counts.size(), 64, 64);
                            break;
                        case SDLK_DOWN: //remove the most recently created quad every time the down arrow key is pressed
                            removeQuad();
                            break;
                        default:
                            break;
                    
                    break;
                case SDL_QUIT:
                    done = true;
                    break;
                default:
                    break;
                       
        


        //Clear the color buffer
        glClear(GL_COLOR_BUFFER_BIT);

        glBindBuffer(GL_ARRAY_BUFFER, VBO);
        //replace the current contents of the VBO with a completely new set of data (possibly including either more or fewer quads)
        glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vertex), &vertices.front(), GL_DYNAMIC_DRAW);

        glEnableClientState(GL_VERTEX_ARRAY);

            //Set vertex data
            glVertexPointer(2, GL_INT, sizeof(Vertex), 0);
            //Draw the quads
            glMultiDrawArrays(GL_TRIANGLE_STRIP, &startingElements.front(), &counts.front(), counts.size());

        glDisableClientState(GL_VERTEX_ARRAY);

        glBindBuffer(GL_ARRAY_BUFFER, 0);


        //Check to see if we need to delay the duration of the current frame to match the set framerate
        currentTicks = SDL_GetTicks();
        int currentDuration = (currentTicks - pastTicks);   //the duration of the frame so far
        if (currentDuration < frameDuration)
        
            SDL_Delay(frameDuration - currentDuration);
        
        pastTicks = SDL_GetTicks();

        // flip the buffers
        SDL_GL_SwapBuffers();
    



void cleanUp()
   
    glDeleteBuffers(1, &VBO);

    SDL_FreeSurface(screen);
    SDL_Quit();



int main(int argc, char *argv[])

    std::cout << "To create a quad, press the up arrow. To remove the most recently created quad, press the down arrow." << std::endl;

    init();
    gameLoop();
    cleanUp();

    return 0;

目前我正在使用带有 glMultiDrawArrays() 的 GL_TRIANGLE_STRIPS 来渲染我的四边形。这行得通,而且在性能方面似乎相当不错,但我想知道是否将 GL_TRIANGLES 与 IBO 结合使用以避免重复顶点是一种更有效的渲染方式?我做了一些研究,有些人认为索引 GL_TRIANGLES 通常优于 GL_TRIANGLE_STRIPS,但他们似乎也假设四边形的数量将保持不变,因此 VBO 和 IBO 的大小不必每帧都重新缓冲.这是我对索引 GL_TRIANGLES 最大的犹豫:如果我确实实现了索引 GL_TRIANGLES,除了每帧重新缓冲整个 VBO 之外,我还必须在每帧重新缓冲整个索引缓冲区,这也是因为四边形的动态数量。

所以基本上,我的问题是:鉴于由于四边形的动态数量,我必须在每一帧将所有顶点数据重新缓冲到 GPU,切换到索引 GL_TRIANGLES 来绘制四边形会更有效吗?还是我应该坚持我目前的 GL_TRIANGLE_STRIP 实现?

【问题讨论】:

我认为在您不必担心 GL_TRIANGLES 与 GL_TRIANGLE_STRIP 之前,您应该尽量减少 glBufferData() 调用。最简单的优化:保留一个脏标志,用于存储自上次 glBufferData() 调用以来是否调用了 createQuad/removeQuad,并且仅在设置标志时重新创建缓冲区。 这是一个很好的建议,谢谢!我一定会实现的。 【参考方案1】:

使用未编入索引的GL_QUADS/GL_TRIANGLESglDrawArrays() 调用可能会很好。


SDL_Surface *screen; 
...
screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 0, SDL_OPENGL);
...
SDL_FreeSurface(screen);

Don't do that:

返回的表面由SDL_Quit 释放并且不能由调用者释放。此规则还包括对SDL_SetVideoMode 的连续调用(即调整大小或分辨率更改),因为现有表面将自动释放。


编辑:简单的顶点数组演示:

// g++ main.cpp -lglut -lGL
#include <GL/glut.h>
#include <vector>
using namespace std;

// OpenGL Mathematics (GLM): http://glm.g-truc.net/
#include <glm/glm.hpp>
#include <glm/gtc/random.hpp>
using namespace glm;

struct SpriteWrangler

    SpriteWrangler( unsigned int aSpriteCount )
    
        verts.resize( aSpriteCount * 6 );
        states.resize( aSpriteCount );

        for( size_t i = 0; i < states.size(); ++i )
        
            states[i].pos = linearRand( vec2( -400, -400 ), vec2( 400, 400 ) );
            states[i].vel = linearRand( vec2( -30, -30 ), vec2( 30, 30 ) );

            Vertex vert;
            vert.r = (unsigned char)linearRand( 64.0f, 255.0f );
            vert.g = (unsigned char)linearRand( 64.0f, 255.0f );
            vert.b = (unsigned char)linearRand( 64.0f, 255.0f );
            vert.a = 255;
            verts[i*6 + 0] = verts[i*6 + 1] = verts[i*6 + 2] =
            verts[i*6 + 3] = verts[i*6 + 4] = verts[i*6 + 5] = vert;
        
    

    void wrap( const float minVal, float& val, const float maxVal )
    
        if( val < minVal )
            val = maxVal - fmod( maxVal - val, maxVal - minVal );
        else
            val = minVal + fmod( val - minVal, maxVal - minVal );
    

    void Update( float dt )
    
        for( size_t i = 0; i < states.size(); ++i )
        
            states[i].pos += states[i].vel * dt;
            wrap( -400.0f, states[i].pos.x, 400.0f );
            wrap( -400.0f, states[i].pos.y, 400.0f );

            float size = 20.0f;
            verts[i*6 + 0].pos = states[i].pos + vec2( -size, -size );
            verts[i*6 + 1].pos = states[i].pos + vec2(  size, -size );
            verts[i*6 + 2].pos = states[i].pos + vec2(  size,  size );
            verts[i*6 + 3].pos = states[i].pos + vec2(  size,  size );
            verts[i*6 + 4].pos = states[i].pos + vec2( -size,  size );
            verts[i*6 + 5].pos = states[i].pos + vec2( -size, -size );
        
    

    struct Vertex
    
        vec2 pos;
        unsigned char r, g, b, a;
    ;

    struct State
    
        vec2 pos;
        vec2 vel;       // units per second
    ;

    vector< Vertex > verts;
    vector< State > states;
;

void display()

    // timekeeping
    static int prvTime = glutGet(GLUT_ELAPSED_TIME);
    const int curTime = glutGet(GLUT_ELAPSED_TIME);
    const float dt = ( curTime - prvTime ) / 1000.0f;
    prvTime = curTime;

    // sprite updates
    static SpriteWrangler wrangler( 2000 );
    wrangler.Update( dt );
    vector< SpriteWrangler::Vertex >& verts = wrangler.verts;

    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    // set up projection and camera
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    double w = glutGet( GLUT_WINDOW_WIDTH );
    double h = glutGet( GLUT_WINDOW_HEIGHT );
    double ar = w / h;
    glOrtho( -400 * ar, 400 * ar, -400, 400, -1, 1);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glEnableClientState( GL_VERTEX_ARRAY );
    glEnableClientState( GL_COLOR_ARRAY );

    glVertexPointer( 2, GL_FLOAT, sizeof( SpriteWrangler::Vertex ), &verts[0].pos.x );
    glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( SpriteWrangler::Vertex ), &verts[0].r );
    glDrawArrays( GL_TRIANGLES, 0, verts.size() );

    glDisableClientState( GL_VERTEX_ARRAY );
    glDisableClientState( GL_COLOR_ARRAY );

    glutSwapBuffers();


// run display() every 16ms or so
void timer( int extra )

    glutTimerFunc( 16, timer, 0 );
    glutPostRedisplay();


int main(int argc, char **argv)

    glutInit( &argc, argv );
    glutInitWindowSize( 600, 600 );
    glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
    glutCreateWindow( "Sprites" );

    glutDisplayFunc( display );
    glutTimerFunc( 0, timer, 0 );
    glutMainLoop();
    return 0;

仅使用顶点数组即可获得不错的性能。

理想情况下,您的大部分/全部 dts 应该是

【讨论】:

感谢 SDL 提示,很高兴知道!如果可能,我宁愿避免使用 GL_QUADS,因为它在现代 OpenGL 实现中已被弃用。因此,如果我使用非索引 GL_TRIANGLES,每个四边形添加额外的 2 个顶点可能不会对性能产生任何显着影响? 可能,除非您要移动和绘制 >20,000 个四边形/三角形对。 给我一些,我可以制作一个你可以在你的硬件上试用的演示。 经过测试,任何性能下降都可以忽略不计,所以看起来使用非索引 GL_TRIANGLES 是相当合理的(而且它们绝对比使用 glMultiDrawArrays 和三角带!)。非常感谢您的时间和专业知识,非常感谢! :)

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