渲染优化 OpenGL ES Programming Guide

1.减少计算量

  1. 数据预处理,减少顶点数据的动态计算,三角化部分矢量数据,比如:建筑物Box;
  2. 减少矩阵运算,计算相机mpv同时计算其逆矩阵;尽可能在Shader中做矩阵运算;
  3. 合并多帧计算,比如扩大道路计算范围,就可满足多帧移动时道路渲染需求。

2.减少Draw调用

(1)静态合批: 制作时将选择好的网格(Mesh)合并成一个大的网格;

(2)动态合批:运行时将同材质的模型合并为一个大的网格数据传输给显卡;

(3)Instancing:显卡一次传输,多次绘制的方法,一个Mesh, 多个Model矩阵。

3.优化数据组织

  1. 顶点数据集合存储,比如Position、Normal、TextureCoord存储到一块内存中;
  2. 顶点数据各数据段Attribute 4 字节对齐;
  3. 尽量使用Triangle Strips来减少数量;
  4. 使用Vertex Buffer拷贝数据,在ES3.0中使用Vertex Array;
  5. 使用glMapBufferRange来更新数据。

4.数据裁剪

  1. 线状数据的抽稀;
  2. 模型数据LOD。

优化美文:

Best Practices for Working with Vertex Data

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OpenGL® ES™ is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL ES 3.0 Programming Guide, 2nd Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications. All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform. Coverage includes EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping Fragment shaders: multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfaces for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing Sync objects and fences: synchronizing within host application and GPU execution This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language. Table of Contents Chapter 1. Introduction to OpenGL ES 3.0 Chapter 2. Hello Triangle: An OpenGL ES 3.0 Example Chapter 3. An Introduction to EGL Chapter 4. Shaders and Programs Chapter 5. OpenGL ES Shading Language Chapter 6. Vertex Attributes, Vertex Arrays, and Buffer Objects Chapter 7. Primitive Assembly and Rasterization Chapter 8. Vertex Shaders Chapter 9. Texturing Chapter 10. Fragment Shaders Chapter 11. Fragment Operations Chapter 12. Framebuffer Objects Chapter 13. Sync Objects and Fences Chapter 14. Advanced Programming with OpenGL ES 3.0 Chapter 15. State Queries Chapter 16. OpenGL ES Platforms Appendix A. GL_HALF_FLOAT Appendix B. Built-In Functions Appendix C. ES Framework API Book Details Title: OpenGL ES 3.0 Programming Guide, 2nd Edition Author: Aaftab Munshi, Budirijanto Purnomo, Dan Ginsburg, Dave Shreiner Length: 560 pages Edition: 2 Language: English Publisher: Addison-Wesley Professional Publication Date: 2014-03-10 ISBN-10: 0321933885 ISBN-13: 9780321933881
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