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c++ - 尽可能快地渲染立方体? (OpenGL)

转载 作者:塔克拉玛干 更新时间:2023-11-03 07:00:06 24 4
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我正在使用 OpenGL 制作一款 3D 游戏,该游戏的世界基本上完全由 AABB 立方体构成。我创建这个是为了制作 24 个垂直立方体:

void CBox::UpdateDimensions( float w, float h, float d, Vertex3f c )
{
width = w;
height = h;
depth = d;
center = c;

Vertex3f verticies[24];
GLfloat vboverticies[72];
GLfloat vbonormals[18];

//Top face
verticies[0] = Vertex3f(-width / 2.0f,height / 2.0f, -depth / 2.0f);
verticies[1] = Vertex3f(-width / 2.0f,height / 2.0f, depth / 2.0f);
verticies[2] = Vertex3f(width / 2.0f,height / 2.0f, depth / 2.0f);
verticies[3] = Vertex3f(width / 2.0f,height / 2.0f, -depth / 2.0f);


//Bottom face
verticies[4] = Vertex3f(-width / 2.0f,-height / 2.0f, -depth / 2.0f);
verticies[5] = Vertex3f(width / 2.0f,-height / 2.0f, -depth / 2.0f);
verticies[6] = Vertex3f(width / 2.0f,-height / 2.0f, depth / 2.0f);
verticies[7] = Vertex3f(-width / 2.0f,-height / 2.0f, depth / 2.0f);


//Left face
verticies[8] = Vertex3f(-width / 2.0f,-height / 2.0f, -depth / 2.0f);
verticies[9] = Vertex3f(-width / 2.0f,-height / 2.0f, depth / 2.0f);
verticies[10] =Vertex3f(-width / 2.0f,height / 2.0f, depth / 2.0f);
verticies[11] =Vertex3f(-width / 2.0f,height / 2.0f, -depth / 2.0f);


//Right face
verticies[12] =Vertex3f(width / 2.0f,-height / 2.0f, -depth / 2.0f);
verticies[13] =Vertex3f(width / 2.0f,height / 2.0f, -depth / 2.0f);
verticies[14] =Vertex3f(width / 2.0f,height / 2.0f, depth / 2.0f);
verticies[15] =Vertex3f(width / 2.0f,-height / 2.0f, depth / 2.0f);

//Front face
verticies[16] =Vertex3f(-width / 2.0f,-height / 2.0f, depth / 2.0f);
verticies[17] =Vertex3f(width / 2.0f,-height / 2.0f, depth / 2.0f);
verticies[18] =Vertex3f(width / 2.0f,height / 2.0f, depth / 2.0f);
verticies[19] =Vertex3f(-width / 2.0f,height / 2.0f, depth / 2.0f);

//Back face
verticies[20] =Vertex3f(-width / 2.0f,-height / 2.0f, -depth / 2.0f);
verticies[21] =Vertex3f(-width / 2.0f,height / 2.0f, -depth / 2.0f);
verticies[22] =Vertex3f(width / 2.0f,height / 2.0f, -depth / 2.0f);
verticies[23] =Vertex3f(width / 2.0f,-height / 2.0f, -depth / 2.0f);

for(int i = 0; i < 24; i++)
{
verticies[i].x += center.x;
verticies[i].y += center.y;
verticies[i].z += center.z;
}

int count = 0;
for(int i = 0; i < 24; ++i)
{
vboverticies[count] = verticies[i].x;
count++;
vboverticies[count] = verticies[i].y;
count++;
vboverticies[count] = verticies[i].z;
count++;
}

//glNormal3f(0.0, 1.0f, 0.0f);
//glNormal3f(0.0, -1.0f, 0.0f);
//glNormal3f(-1.0, 0.0f, 0.0f);
//glNormal3f(1.0, 0.0f, 0.0f);
//glNormal3f(0.0, 0.0f, 1.0f);
//glNormal3f(0.0, 0.0f, -1.0f);
vbonormals[0] = (0.0);
vbonormals[1] = (1.0);
vbonormals[2] = (0.0);

vbonormals[3] = (0.0);
vbonormals[4] = (-1.0);
vbonormals[5] = (0.0);

vbonormals[6] = (-1.0);
vbonormals[7] = (0.0);
vbonormals[8] = (0.0);

vbonormals[9] = (1.0);
vbonormals[10]= (0.0);
vbonormals[11]= (0.0);

vbonormals[12]= (0.0);
vbonormals[13]= (0.0);
vbonormals[14]= (1.0);

vbonormals[15]= (0.0);
vbonormals[16]= (0.0);
vbonormals[17]= (-1.0);

RecalculateMinAndMax();

//Create the VBO
glDeleteBuffers(1, &vboID);
glGenBuffersARB(1, &vboID);
glBindBufferARB(GL_ARRAY_BUFFER, vboID);
glBufferDataARB(GL_ARRAY_BUFFER, (72 * sizeof(GLfloat)) +
(18 * sizeof(GLfloat)) , NULL, GL_STATIC_DRAW);

glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, 72 * sizeof(GLfloat), vboverticies);
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 72 * sizeof(GLfloat),
18 * sizeof(GLfloat), vbonormals);


}

我想知道是否有一种方法可以通过只将 8 个顶点而不是 24 个顶点上传到显卡来做到这一点?

渲染这些内容的最快方法是什么?

谢谢

最佳答案

What I'm wondering is if there is a way to do this by only uploaading 8 verticies to the graphics card instead of 24?

看看 glDrawElements。我看到你使用 VBO,EBO 也很有用。如果您的大部分元素具有相同的几何形状(并且看起来它们具有相同的几何形状),您可以使用 glDrawElementsInstanced。

关于c++ - 尽可能快地渲染立方体? (OpenGL),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/3646967/

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