Mein Ziel ist es, 1 Million Kugeln in verschiedenen Größen und Farben mit 60 fps zu rendern. Ich möchte auch die Kamera um den Bildschirm bewegen können.Millionen Objekte in OpenGL instanziieren: Bilder pro Sekunde verbessern
Ich habe den Code auf this page of the tutorial I am studying geändert, um zu versuchen, viele Kugeln zu instanziieren. Ich finde jedoch, dass meine fps bei weniger als 64 Kugeln unter 60 fällt und bei 900 Kugeln meine fps eine mickrige 4. Mein Verständnis von Instanziierung ist naiv, aber ich glaube, dass ich mehr Frames pro Sekunde bekommen sollte als Dies. 60 fps sollten mit nur 64 Kugeln erreichbar sein. Ich glaube, dass ich irgendwie die CPU und die GPU dazu befähige, öfter zu kommunizieren, als sie sollten. Meine Frage ist also: Wie importiere ich so viele Objekte (idealerweise Millionen), ohne dass die fps tief fallen (idealerweise 60 fps)?
Ich berechne fps durch Berechnung von (10/time_elapsed)
alle 10 Frames, wobei time_elapsed
die Zeit ist, die seit dem letzten fps-Aufruf vergangen ist. Ich drucke dies unter Verwendung von printf
in Zeile 118 meines Codes aus.
I wurde durch OpenGL this tutorial Lernen und so verwende ich 32-bit GLEW und 32-bit GLFW in Visual Studio 2013 Ich habe 8 GB RAM auf einem 64-Bit-Betriebssystem (Windows 7) mit einem 2.30 GHz CPU.
Ich habe versucht, mein eigenes Beispiel basierend auf dem obigen Tutorial zu programmieren. Quellcode:
(Legen Sie Zeile 2 als die Anzahl der zu instanzierenden Kugeln fest. Stellen Sie sicher, dass Zeile 2 eine ganzzahlige Quadratwurzel aufweist. Legen Sie Linie 4 als Detail der Kugel fest, die niedrigste go ist 0. Höhere Zahl = detaillierteren)
// Make sure NUM_INS is a square number
#define NUM_INS 1
// Detail up to 4 is probably good enough
#define SPHERE_DETAIL 4
#include <vector>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// GL includes
#include "Shader.h"
// GLM Mathemtics
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// Properties
GLuint screenWidth = 800, screenHeight = 600;
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
std::vector<GLfloat> create_sphere(int recursion);
// The MAIN function, from here we start our application and run the Game loop
int main()
{
// Init GLFW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
// Initialize GLEW to setup the OpenGL Function pointers
glewExperimental = GL_TRUE;
glewInit();
// Define the viewport dimensions
glViewport(0, 0, screenWidth, screenHeight);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Comment to remove wireframe mode
// Setup OpenGL options
glEnable(GL_DEPTH_TEST);
// Setup and compile our shader(s)
Shader shader("core.vs", "core.frag");
// Generate a list of 100 quad locations/translation-vectors
std::vector<glm::vec2> translations(NUM_INS);
//glm::vec2 translations[NUM_INS];
int index = 0;
GLfloat offset = 1.0f/(float)sqrt(NUM_INS);
for (GLint y = -(float)sqrt(NUM_INS); y < (float)sqrt(NUM_INS); y += 2)
{
for (GLint x = -(float)sqrt(NUM_INS); x < (float)sqrt(NUM_INS); x += 2)
{
glm::vec2 translation;
translation.x = (GLfloat)x/(float)sqrt(NUM_INS) + offset;
translation.y = (GLfloat)y/(float)sqrt(NUM_INS) + offset;
translations[index++] = translation;
}
}
// Store instance data in an array buffer
GLuint instanceVBO;
glGenBuffers(1, &instanceVBO);
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec2) * NUM_INS, &translations[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// create 12 vertices of a icosahedron
std::vector<GLfloat> vv = create_sphere(SPHERE_DETAIL);
GLuint quadVAO, quadVBO;
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, vv.size() * sizeof(GLfloat), &vv[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
// Also set instance data
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribDivisor(2, 1); // Tell OpenGL this is an instanced vertex attribute.
glBindVertexArray(0);
// For printing frames-per-second
float counter = 0;
double get_time = 0;
double new_time;
// Game loop
while (!glfwWindowShouldClose(window))
{
// Print fps by printing (number_of_frames/time_elapsed)
counter += 1;
if (counter > 10) {
counter -= 10;
new_time = glfwGetTime();
printf("fps: %.2f ", (10/(new_time - get_time)));
get_time = new_time;
}
// Check and call events
glfwPollEvents();
// Clear buffers
//glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw 100 instanced quads
shader.Use();
glm::mat4 model;
model = glm::rotate(model, 0.0f, glm::vec3(1.0f, 0.0f, 0.0f));
// Camera/View transformation
glm::mat4 view;
GLfloat radius = 10.0f;
GLfloat camX = sin(glfwGetTime()) * radius;
GLfloat camZ = cos(glfwGetTime()) * radius;
view = glm::lookAt(glm::vec3(camX, 0.0f, camZ), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
// Projection
glm::mat4 projection;
projection = glm::perspective(45.0f, (GLfloat)screenWidth/(GLfloat)screenHeight, 0.1f, 100.0f);
// Get the uniform locations
GLint modelLoc = glGetUniformLocation(shader.Program, "model");
GLint viewLoc = glGetUniformLocation(shader.Program, "view");
GLint projLoc = glGetUniformLocation(shader.Program, "projection");
// Pass the matrices to the shader
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
glBindVertexArray(quadVAO);
glDrawArraysInstanced(GL_TRIANGLES, 0, vv.size()/3, NUM_INS); // 100 triangles of 6 vertices each
glBindVertexArray(0);
// Swap the buffers
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
std::vector<GLfloat> add_color(std::vector<GLfloat> sphere) {
// Add color
std::vector<GLfloat> colored_sphere;
for (GLint i = 0; i < sphere.size(); i+=9) {
colored_sphere.push_back(sphere[i]);
colored_sphere.push_back(sphere[i+1]);
colored_sphere.push_back(sphere[i+2]);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(sphere[i+3]);
colored_sphere.push_back(sphere[i+4]);
colored_sphere.push_back(sphere[i+5]);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(sphere[i+6]);
colored_sphere.push_back(sphere[i+7]);
colored_sphere.push_back(sphere[i+8]);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(0.0f);
colored_sphere.push_back(0.0f);
}
return colored_sphere;
}
std::vector<GLfloat> tesselate(std::vector<GLfloat> shape, int recursion) {
if (recursion > 0) {
std::vector<GLfloat> new_sphere = {};
for (GLint i = 0; i < shape.size(); i += 9) {
// 1.902113 approximately
GLfloat radius = sqrt(1.0f + pow((1.0f + sqrt(5.0f))/2.0f, 2));
// Every 9 points is a triangle. Take 1 triangle and turn it into 4 triangles.
GLfloat p_one[] = {shape[i], shape[i + 1], shape[i + 2]};
GLfloat p_two[] = {shape[i + 3], shape[i + 4], shape[i + 5]};
GLfloat p_thr[] = {shape[i + 6], shape[i + 7], shape[i + 8]};
GLfloat p_one_two[] = { (p_one[0] + p_two[0])/2.0f, (p_one[1] + p_two[1])/2.0f, (p_one[2] + p_two[2])/2.0f };
GLfloat p_one_thr[] = { (p_one[0] + p_thr[0])/2.0f, (p_one[1] + p_thr[1])/2.0f, (p_one[2] + p_thr[2])/2.0f };
GLfloat p_two_thr[] = { (p_two[0] + p_thr[0])/2.0f, (p_two[1] + p_thr[1])/2.0f, (p_two[2] + p_thr[2])/2.0f };
GLfloat r_one_two = sqrt((p_one_two[0]*p_one_two[0]) + (p_one_two[1]*p_one_two[1]) + (p_one_two[2]*p_one_two[2]));
GLfloat r_one_thr = sqrt((p_one_thr[0]*p_one_thr[0]) + (p_one_thr[1]*p_one_thr[1]) + (p_one_thr[2]*p_one_thr[2]));
GLfloat r_two_thr = sqrt((p_two_thr[0]*p_two_thr[0]) + (p_two_thr[1]*p_two_thr[1]) + (p_two_thr[2]*p_two_thr[2]));
GLfloat t_one_two[] = { radius * p_one_two[0]/r_one_two, radius * p_one_two[1]/r_one_two, radius * p_one_two[2]/r_one_two };
GLfloat t_one_thr[] = { radius * p_one_thr[0]/r_one_thr, radius * p_one_thr[1]/r_one_thr, radius * p_one_thr[2]/r_one_thr };
GLfloat t_two_thr[] = { radius * p_two_thr[0]/r_two_thr, radius * p_two_thr[1]/r_two_thr, radius * p_two_thr[2]/r_two_thr };
// Triangle 1:
new_sphere.push_back(p_one[0]);
new_sphere.push_back(p_one[1]);
new_sphere.push_back(p_one[2]);
new_sphere.push_back(t_one_two[0]);
new_sphere.push_back(t_one_two[1]);
new_sphere.push_back(t_one_two[2]);
new_sphere.push_back(t_one_thr[0]);
new_sphere.push_back(t_one_thr[1]);
new_sphere.push_back(t_one_thr[2]);
// Triangle 2:
new_sphere.push_back(p_two[0]);
new_sphere.push_back(p_two[1]);
new_sphere.push_back(p_two[2]);
new_sphere.push_back(t_one_two[0]);
new_sphere.push_back(t_one_two[1]);
new_sphere.push_back(t_one_two[2]);
new_sphere.push_back(t_two_thr[0]);
new_sphere.push_back(t_two_thr[1]);
new_sphere.push_back(t_two_thr[2]);
// Triangle 3:
new_sphere.push_back(p_thr[0]);
new_sphere.push_back(p_thr[1]);
new_sphere.push_back(p_thr[2]);
new_sphere.push_back(t_one_thr[0]);
new_sphere.push_back(t_one_thr[1]);
new_sphere.push_back(t_one_thr[2]);
new_sphere.push_back(t_two_thr[0]);
new_sphere.push_back(t_two_thr[1]);
new_sphere.push_back(t_two_thr[2]);
// Center Triangle:
new_sphere.push_back(t_one_two[0]);
new_sphere.push_back(t_one_two[1]);
new_sphere.push_back(t_one_two[2]);
new_sphere.push_back(t_one_thr[0]);
new_sphere.push_back(t_one_thr[1]);
new_sphere.push_back(t_one_thr[2]);
new_sphere.push_back(t_two_thr[0]);
new_sphere.push_back(t_two_thr[1]);
new_sphere.push_back(t_two_thr[2]);
}
return tesselate(new_sphere, recursion - 1);
}
printf("number of vertices to be rendered: %d || ", shape.size());
return shape;
}
std::vector<GLfloat> create_sphere(int recursion) {
// Define the starting icosahedron
GLfloat t_ = (1.0f + sqrt(5.0f))/2.0f;
std::vector<GLfloat> icosahedron = {
-1.0f, t_, 0.0f, -t_, 0.0f, 1.0f, 0.0f, 1.0f, t_,
-1.0f, t_, 0.0f, 0.0f, 1.0f, t_, 1.0f, t_, 0.0f,
-1.0f, t_, 0.0f, 1.0f, t_, 0.0f, 0.0f, 1.0f, -t_,
-1.0f, t_, 0.0f, 0.0f, 1.0f, -t_, -t_, 0.0f, -1.0f,
-1.0f, t_, 0.0f, -t_, 0.0f, -1.0f, -t_, 0.0f, 1.0f,
1.0f, t_, 0.0f, 0.0f, 1.0f, t_, t_, 0.0f, 1.0f,
0.0f, 1.0f, t_, -t_, 0.0f, 1.0f, 0.0f, -1.0f, t_,
-t_, 0.0f, 1.0f, -t_, 0.0f, -1.0f, -1.0f, -t_, 0.0f,
-t_, 0.0f, -1.0f, 0.0f, 1.0f, -t_, 0.0f, -1.0f, -t_,
0.0f, 1.0f, -t_, 1.0f, t_, 0.0f, t_, 0.0f, -1.0f,
1.0f, -t_, 0.0f, t_, 0.0f, 1.0f, 0.0f, -1.0f, t_,
1.0f, -t_, 0.0f, 0.0f, -1.0f, t_,-1.0f, -t_, 0.0f,
1.0f, -t_, 0.0f,-1.0f, -t_, 0.0f, 0.0f, -1.0f, -t_,
1.0f, -t_, 0.0f, 0.0f, -1.0f, -t_, t_, 0.0f, -1.0f,
1.0f, -t_, 0.0f, t_, 0.0f, -1.0f, t_, 0.0f, 1.0f,
0.0f, -1.0f, t_, t_, 0.0f, 1.0f, 0.0f, 1.0f, t_,
-1.0f, -t_, 0.0f, 0.0f, -1.0f, t_,-t_, 0.0f, 1.0f,
0.0f, -1.0f, -t_,-1.0f, -t_, 0.0f,-t_, 0.0f, -1.0f,
t_, 0.0f, -1.0f, 0.0f, -1.0f, -t_, 0.0f, 1.0f, -t_,
t_, 0.0f, 1.0f, t_, 0.0f, -1.0f, 1.0f, t_, 0.0f,
};
// Tesselate the icososphere the number of times recursion
std::vector<GLfloat> colorless_sphere = tesselate(icosahedron, recursion);
// Add color and return
return add_color(colorless_sphere);
}
Vertex Shader:. (benannt core.vs)
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 offset;
out vec3 fColor;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(position.x + offset.x, position.y + offset.y, position.z, 1.0f);
fColor = color;
}
Fragment Shader: (benannt core.frag)
#version 330 core
in vec3 fColor;
out vec4 color;
void main()
{
color = vec4(fColor, 1.0f);
}
Shader-Klasse: (benannt Shader.h)
#ifndef SHADER_H
#define SHADER_H
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GL/glew.h>
class Shader
{
public:
GLuint Program;
// Constructor generates the shader on the fly
Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
{
// 1. Retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensures ifstream objects can throw exceptions:
vShaderFile.exceptions(std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::badbit);
try
{
// Open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// Read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// Convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar * fShaderCode = fragmentCode.c_str();
// 2. Compile shaders
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
// Vertex Shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
// Print compile errors if any
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
// Print compile errors if any
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Shader Program
this->Program = glCreateProgram();
glAttachShader(this->Program, vertex);
glAttachShader(this->Program, fragment);
glLinkProgram(this->Program);
// Print linking errors if any
glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
// Delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// Uses the current shader
void Use()
{
glUseProgram(this->Program);
}
};
#endif
wahrscheinlich unbedeutend, aber Sie könnten '(float) sqrt (NUM_INS)' ein für alle Mal berechnen (die CPU wird Danke sagen). –
dies half med instanced rendering: http://ogldev.atspace.co.uk/www/tutorial33/tutorial33.html Es ist nur eine andere Zeichnungsaufruf, der die GPU angewiesen, bereits gesendete Informationen zu recyceln – Charlie
Welche Klasse von Hardware zielen Sie aus Neugier? Sie können immer die Gelegenheit nutzen, um über Compute Shader und indirektes Zeichnen zu lernen :) Generieren Sie alle diese Instanzen komplett GPU-Seite und die Dinge werden fliegen. –