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python - 小行星程序使用间接绘制,glMultiDrawArraysIndirect不渲染并绘制空白

转载 作者:行者123 更新时间:2023-12-01 07:39:09 24 4
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我正在移植一个程序来了解 Superbible OpenGL 7th ed 中的间接绘制。该程序应该每秒渲染近 10 亿个顶点,并且由于使用现代 opengl 技术 glMultiDrawArraysIndirect ,因此不会因提交绘制命令的速率而遇到瓶颈任何帮助将不胜感激。谢谢。

这是预期的输出:

expected output of astroids program

更新:我非常感谢 Rabbid76 答案的出色帮助。代码非常好,并且对其原因的洞察令人耳目一新且令人惊叹。太感谢了!程序正在按预期显示小行星场!

通过间接绘制,程序确实运行得更快。

我同意似乎没有在 python 中使用枚举作为类。另外,最好不要这样做。

依赖文件:asteroids_support.zip zip 中有一个更新的 sbmloader

asteroids.py源代码

#!/usr/bin/python3

import sys
import time
import ctypes

fullscreen = True

sys.path.append("./shared")

from sbmloader import SBMObject # location of sbm file format loader

from sbmath import m3dDegToRad, m3dRadToDeg, m3dTranslateMatrix44, m3dRotationMatrix44, m3dMultiply, m3dOrtho, m3dPerspective, rotation_matrix, translate, m3dScaleMatrix44, \
scale, m3dLookAt, normalize

try:
from OpenGL.GLUT import *
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays, glBindVertexArray
except:
print ('''
ERROR: PyOpenGL not installed properly.
''')
sys.exit()

from array import array
from enum import Enum

import numpy as np
from math import cos, sin
identityMatrix = [1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]


render_program = GLuint(0)

myobject = SBMObject()

indirect_draw_buffer = GLuint(0)
draw_index_buffer = GLuint(0)

class uniforms():
time = GLint(0)
view_matrix = GLint(0)
proj_matrix = GLint(0)
viewproj_matrix = GLint(0)

uniform = uniforms()


mode = 1
MODE_MULTIDRAW = 1
MODE_SEPARATE_DRAWS = 2


paused = False
vsync = False

NUM_DRAWS = 50000


class DrawArraysIndirectCommand:
count = GLuint(0)
primCount = GLuint(0)
first = GLuint(0)
baseInstance = GLuint(0)




def shader_load(filename, shader_type):

result = GLuint(0)

with open ( filename, "rb") as data:

result = glCreateShader(shader_type)

glShaderSource(result, data.read() )

glCompileShader(result)

return result


def link_from_shaders(shaders, shader_count, delete_shaders, check_errors=False):

program = GLuint(0)

program = glCreateProgram()

for i in range(0, shader_count):
glAttachShader(program, shaders[i]);

glLinkProgram(program);

if (delete_shaders):

for i in range(0, shader_count):
glDeleteShader(shaders[i]);

return program



def load_shaders():

global render_program
global uniform

shaders = [GLuint(0), GLuint(0)]

shaders[0] = shader_load("render.vs.glsl", GL_VERTEX_SHADER)
shaders[1] = shader_load("render.fs.glsl", GL_FRAGMENT_SHADER)

if (render_program):
glDeleteProgram(render_program)

render_program = link_from_shaders(shaders, 2, True)

uniform.time = glGetUniformLocation(render_program, "time")
uniform.view_matrix = glGetUniformLocation(render_program, "view_matrix")
uniform.proj_matrix = glGetUniformLocation(render_program, "proj_matrix")
uniform.viewproj_matrix = glGetUniformLocation(render_program, "viewproj_matrix")




class Scene:

def __init__(self, width, height):

global myobject
global indirect_draw_buffer
global draw_index_buffer

i=0

load_shaders()



myobject.load("asteroids.sbm")

sizeOfDrawIndCmd = ctypes.sizeof(GLuint*4)

glGenBuffers(1, indirect_draw_buffer)
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, indirect_draw_buffer)
glBufferData(GL_DRAW_INDIRECT_BUFFER,
NUM_DRAWS * sizeOfDrawIndCmd,
None,
GL_STATIC_DRAW)


cmd_memory = glMapBufferRange(GL_DRAW_INDIRECT_BUFFER,
0,
NUM_DRAWS * sizeOfDrawIndCmd,
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT)


cmd_buffer = ((GLuint * 4) * NUM_DRAWS).from_address(cmd_memory)

for i in range(0, NUM_DRAWS):
first, count = myobject.get_sub_object_info(i % myobject.get_sub_object_count())
cmd_buffer[i][0] = count
cmd_buffer[i][1] = 1
cmd_buffer[i][2] = first
cmd_buffer[i][3] = i

glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER)

glBindVertexArray(myobject.get_vao())

glGenBuffers(1, draw_index_buffer)
glBindBuffer(GL_ARRAY_BUFFER, draw_index_buffer)
glBufferData(GL_ARRAY_BUFFER,
NUM_DRAWS * ctypes.sizeof(GLuint),
None,
GL_STATIC_DRAW)

draw_index = glMapBufferRange(GL_ARRAY_BUFFER,
0,
NUM_DRAWS * ctypes.sizeof(GLuint),
GL_MAP_WRITE_BIT |
GL_MAP_INVALIDATE_BUFFER_BIT)


int_array = (GLuint * NUM_DRAWS).from_address(draw_index)

for i in range(0, NUM_DRAWS):
int_array[i] = i

glUnmapBuffer(GL_ARRAY_BUFFER)

glVertexAttribIPointer(10, 1, GL_UNSIGNED_INT, 0, None)
glVertexAttribDivisor(10, 1)
glEnableVertexAttribArray(10)

glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LEQUAL)

glEnable(GL_CULL_FACE)




def display(self):

global myobject

currentTime = time.time()

j=0
one = 1.0;
black = [ 0.0, 0.0, 0.0, 0.0 ]


last_time = 0.0;
total_time = 0.0;

if (paused == False):
total_time += (currentTime - last_time)
last_time = currentTime

t = float(total_time)
i = int(total_time * 3.0)

glViewport(0, 0, self.width, self.height)
glClearBufferfv(GL_COLOR, 0, black)
glClearBufferfv(GL_DEPTH, 0, one)

view_matrix = (GLfloat * 16)(*identityMatrix)
view_matrix = m3dLookAt([100.0 * cos(t * 0.023), 100.0 * cos(t * 0.023), 300.0 * sin(t * 0.037) - 600.0],
[0.0, 0.0, 260.0],
normalize([0.1 - cos(t * 0.1) * 0.3, 1.0, 0.0]))

proj_matrix = (GLfloat * 16)(*identityMatrix)
proj_matrix = m3dPerspective(m3dDegToRad(50.0), float(self.width) / float(self.height), 1.0, 2000.0)

glUseProgram(render_program)

glUniform1f(uniform.time, t)
glUniformMatrix4fv(uniform.view_matrix, 1, GL_FALSE, view_matrix)
glUniformMatrix4fv(uniform.proj_matrix, 1, GL_FALSE, proj_matrix)
glUniformMatrix4fv(uniform.viewproj_matrix, 1, GL_FALSE, m3dMultiply(proj_matrix , view_matrix))

glBindVertexArray(myobject.get_vao());


if (mode == MODE_MULTIDRAW):

glMultiDrawArraysIndirect(GL_TRIANGLES, None, NUM_DRAWS, 0);

elif (mode == MODE_SEPARATE_DRAWS):

for j in range(0, NUM_DRAWS):

first, count = myobject.get_sub_object_info(j % myobject.get_sub_object_count())
glDrawArraysInstancedBaseInstance(GL_TRIANGLES,
first,
count,
1, j)

glutSwapBuffers()

def reshape(self, width, height):
self.width = width
self.height = height

def keyboard(self, key, x, y ):
global fullscreen
global paused
global mode
global vsync

print ('key:' , key)
if key == b'\x1b': # ESC
sys.exit()

elif key == b'f' or key == b'F': #fullscreen toggle

if (fullscreen == True):
glutReshapeWindow(512, 512)
glutPositionWindow(int((1360/2)-(512/2)), int((768/2)-(512/2)))
fullscreen = False
else:
glutFullScreen()
fullscreen = True

elif key == b'p' or key == b'P': #fullscreen toggle
paused = not paused # a toggle technique

elif key == b'v' or key == b'V': #fullscreen toggle
vsync = not vsync # a toggle technique
#setVsync(vsync)


elif key == b'd' or key == b'D': #fullscreen toggle

mode += 1
if (mode > 2):
mode = 1


print('done')

def init(self):
pass

def timer(self, blah):

glutPostRedisplay()
glutTimerFunc( int(1/60), self.timer, 0)
time.sleep(1/60.0)




if __name__ == '__main__':
start = time.time()

glutInit()


glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)

glutInitWindowSize(512, 512)

w1 = glutCreateWindow('OpenGL SuperBible - Asteroids')
glutInitWindowPosition(int((1360/2)-(512/2)), int((768/2)-(512/2)))

fullscreen = False
many_cubes = False
#glutFullScreen()

scene = Scene(512,512)
glutReshapeFunc(scene.reshape)
glutDisplayFunc(scene.display)
glutKeyboardFunc(scene.keyboard)

glutIdleFunc(scene.display)
#glutTimerFunc( int(1/60), scene.timer, 0)

scene.init()

glutMainLoop()

移植程序来源:multidrawindirect.cpp

最佳答案

Python 函数和方法的参数不是输入输出参数,它们只是输入。但是您可以从函数返回一个元组。更改类 SBMObject 中的方法 .get_sub_object_info():

class SBMObject:

def get_sub_object_info(self, index):
if (index >= len(sub_object)):
return 0, 0
return sub_object[index].first, sub_object[index].count

并这样调用它:

first, count = myobject.get_sub_object_info(j % myobject.get_sub_object_count())

如果你想创建一个像下面的C++结构一样的16字节结构

typedef  struct {
uint count;
uint instanceCount;
uint first;
uint baseInstance;
} DrawArraysIndirectCommand;

那么你不能通过这样的Python类来做到这一点

class DrawArraysIndirectCommand:
count = GLuint(0)
primCount = GLuint(0)
first = GLuint(0)
baseInstance = GLuint(0)

This is something completely different in the internal structure and memory layout.
Further note, that [`sys.getsizeof()`](https://docs.python.org/3/library/sys.html) is not the same as [`ctypes.sizeof()`](https://docs.python.org/3/library/ctypes.html). You can vereify this with ease by:

```py
print(sys.getsizeof(GLuint))
print(ctypes.sizeof(GLuint))

“DrawArraysIndirectCommand”的 16 字节元素可以由 GLuint*4 生成,其大小为:

sizeOfDrawIndCmd = ctypes.sizeof(GLuint*4)

glMapBufferRange返回指向已分配内存区域的指针,使用 ctypes “包装”二维数组 toby功能.from_address() .
请参阅Trying to make alienrain in python using the opengl function glMapBufferRange .

sizeOfDrawIndCmd = ctypes.sizeof(GLuint*4)

glGenBuffers(1, indirect_draw_buffer)
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, indirect_draw_buffer)
glBufferData(GL_DRAW_INDIRECT_BUFFER,
NUM_DRAWS * sizeOfDrawIndCmd,
None,
GL_STATIC_DRAW)


cmd_memory = glMapBufferRange(GL_DRAW_INDIRECT_BUFFER,
0,
NUM_DRAWS * sizeOfDrawIndCmd,
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT)


cmd_buffer = ((GLuint * 4) * NUM_DRAWS).from_address(cmd_memory)

for i in range(0, NUM_DRAWS):
first, count = myobject.get_sub_object_info(i % myobject.get_sub_object_count())
cmd_buffer[i][0] = count
cmd_buffer[i][1] = 1
cmd_buffer[i][2] = first
cmd_buffer[i][3] = i

glUnmapBuffer(GL_DRAW_INDIRECT_BUFFER)

这些属性具有整数数据类型 (GL_UNSIGNED_INT)。您必须创建一个具有正确格式的缓冲区。类型必须是 GLuint (或 ctypes.c_uint),而不是 ctypes.c_float:

int_array = ((ctypes.c_float) * NUM_DRAWS).from_address(draw_index)
int_array = (GLuint * NUM_DRAWS).from_address(draw_index)

并使用ctypes.sizeof(GLuint)而不是sys.getsizeof(GLuint):

glGenBuffers(1, draw_index_buffer)
glBindBuffer(GL_ARRAY_BUFFER, draw_index_buffer)
glBufferData(GL_ARRAY_BUFFER,
NUM_DRAWS * ctypes.sizeof(GLuint),
None,
GL_STATIC_DRAW)

draw_index = glMapBufferRange(GL_ARRAY_BUFFER,
0,
NUM_DRAWS * ctypes.sizeof(GLuint),
GL_MAP_WRITE_BIT |
GL_MAP_INVALIDATE_BUFFER_BIT)


int_array = (GLuint * NUM_DRAWS).from_address(draw_index)

for i in range(0, NUM_DRAWS):
int_array[i] = i

glUnmapBuffer(GL_ARRAY_BUFFER)
<小时/>

关于python - 小行星程序使用间接绘制,glMultiDrawArraysIndirect不渲染并绘制空白,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/56813617/

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