绘制多个重复的模型时,使用Instanced方式绘制可以大大加快显然速度。
绘制效果如下图所示:
1、Vertex Shader中定义如下:
attribute vec3 pos;
attribute vec2 coord;
attribute vec3 normal;
attribute vec3 offset;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 NM;
varying vec2 M_coord;
varying vec3 M_normal;
varying vec4 M_WordPos;
void main()
{
M_coord = coord;
M_WordPos = M * vec4(pos, 1.0) + vec4(offset, 1.0);
M_normal = mat3(NM) * normal;
gl_Position = P * V * M_WordPos;
}
offset为每次绘制的偏移量。
2、CPU端实现
float nIndexOffset[] = {
-100.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
100.0f, 0.0f, 0.0f
};
createBufferObject为封装创建OpenGL Buffer的函数
定义如下:
GLuint OpenGLOperate::createBufferObject(GLenum nBufferType, GLsizeiptr size, \
const GLvoid *data, GLenum usage)
{
GLuint BufferObjIndex = 0;
m_OpenGLCore->glGenBuffers(1, &BufferObjIndex);
m_OpenGLCore->glBindBuffer(nBufferType, BufferObjIndex);
m_OpenGLCore->glBufferData(nBufferType, size, data, usage);
m_OpenGLCore->glBindBuffer(nBufferType, 0);
return BufferObjIndex;
}
创建Offset的FBO
m_OffsetIndex = m_OpenGLOperate->createBufferObject(GL_ARRAY_BUFFER, \
sizeof(float) * 9, \
(void*)nIndexOffset, GL_STATIC_DRAW);
为Offset赋值
OpenGLCore->glBindBuffer(GL_ARRAY_BUFFER, m_OffsetIndex);
OpenGLCore->glEnableVertexAttribArray(m_OffsetLocation);
OpenGLCore->glVertexAttribPointer(m_OffsetLocation, 3, GL_FLOAT, GL_FALSE, \
sizeof(float) * 3, (void*)0);
OpenGLCore->glBindBuffer(GL_ARRAY_BUFFER, 0);
OpenGLCore->glVertexAttribDivisor(m_OffsetLocation, 1);
调用绘制指令:
OpenGLCore->glDrawElementsInstanced(GL_TRIANGLES, m_VertexCount, \
GL_UNSIGNED_INT, 0, 3);
转载于:https://blog.51cto.com/douzhq/1930997