Java 纹理缓冲区和多重元素
背景故事: 我正在尝试使用一次绘制调用在屏幕上绘制尽可能多的正方形。我正在使用一个定制的glsl顶点着色器,它专门用于2D绘图,应该是从采样缓冲区中提取正方形顶点的位置数据。因为我不需要担心旋转或缩放正方形,所以我需要做的就是将位置数据加载到缓冲区,将纹理绑定到该缓冲区,然后使用采样器获取每个顶点在着色器中的位置。为了得到纹理的索引,我将每个元素索引存储为顶点的z分量 对于一千多个方块来说,一切似乎都很好,但在那之后,我开始奇怪地眨眼。它似乎不是在每个绘制步骤都绘制所有的正方形,或者可能没有使用所有的位置,所以许多正方形是重叠的 奇怪的是,如果我使用抽屉元素而不是抽屉元素multi,闪烁就会消失(当然,所有的正方形都被画成一个单独的对象,这是我不想要的) 我的一个问题是,我的位置数据是否限制为“最大纹理大小”或“最大纹理缓冲区大小”。如果我被限制在更小的最大纹理大小,我该如何绕过它呢?所有的纹理缓冲空间都在那里肯定是有原因的,但我显然不知道如何正确使用它 我也在想,也许GLmultipaurements在做一些我没有用采样器解释的事情。Idk,我在这一点上真的迷路了,但是..它对较小的正方形非常有效,所以我必须做一些正确的事情 [编辑]代码已更改以反映以下建议(以及可读性),但问题仍然存在 好的,这里有一些代码。首先是顶点着色器:Java 纹理缓冲区和多重元素,java,opengl,glsl,jogl,Java,Opengl,Glsl,Jogl,背景故事: 我正在尝试使用一次绘制调用在屏幕上绘制尽可能多的正方形。我正在使用一个定制的glsl顶点着色器,它专门用于2D绘图,应该是从采样缓冲区中提取正方形顶点的位置数据。因为我不需要担心旋转或缩放正方形,所以我需要做的就是将位置数据加载到缓冲区,将纹理绑定到该缓冲区,然后使用采样器获取每个顶点在着色器中的位置。为了得到纹理的索引,我将每个元素索引存储为顶点的z分量 对于一千多个方块来说,一切似乎都很好,但在那之后,我开始奇怪地眨眼。它似乎不是在每个绘制步骤都绘制所有的正方形,或者可能没有使用
uniform mat3 projection;
attribute vec3 vertex;
uniform samplerBuffer positionSampler;
attribute vec4 vertex_color;
varying vec4 color;
float positionFetch(int index)
{
// I've tried texelFetch here as well, same effect
float value = texelFetchBuffer(positionSampler, index).r;
return value;
}
void main(void)
{
color = vec4(1, 1, 1, 1);
// use the z-component of the vertex to look up the position of this instance in the texture
vec3 real_position = vec3(vertex.x + positionFetch(int(vertex.z)*2), vertex.y + positionFetch(int(vertex.z)*2+1), 1);
gl_Position = vec4(projection * real_position, 1);
}
现在我要说的是,对不起,代码太多了,我只想确定这里有足够的信息来得到答案。这真的让我抓狂,java的例子似乎很难找到(也许这段代码可以帮助其他人完成他们的任务):
public类GLRenderer扩展了GLCanvas实现了GLEventListener、WindowListener
{
私有静态最终长serialVersionUID=-8513201172428486833L;
私有静态final int bytesperflot=Float.SIZE/Byte.SIZE;
私有静态final int bytesPerShort=Short.SIZE/Byte.SIZE;
公共浮动viewWidth、viewHeight;
公共浮动屏幕宽度、屏幕高度;
私人动画师;
私有布尔didInit=false;
JFrame_框架;
正方形几何;
//虽然可能需要2的幂,但似乎没有什么区别
私有静态final int NUM_THINGS=2*2*2*2*2*2*2*2*2*2*2*2*2*2*2;
float[]位置=新的float[NUM_THINGS*2];
//着色器属性
私有int着色器程序、projectionAttribute、vertexAttribute、positionAttribute;
公共静态void main(字符串[]args)
{
新GLRenderer();
}
公营部门()
{
//安装OpenGL版本2
super(新的GLCapabilities(GLProfile.get(GLProfile.GL2));
addGLEventListener(本);
设置大小(18001000);
_框架=新的JFrame(“你好世界”);
_frame.getContentPane().add(这个);
_frame.setSize(_frame.getContentPane().getPreferredSize());
_frame.setVisible(true);
_frame.addWindowListener(这个);
animator=新的FPS animator(本,60);
animator.start();
}
//gl上下文首次可用时由驱动程序调用
公共void init(GLAutoDrawable d)
{
最终GL2 gl=d.getGL().getGL2();
IntBuffer asd=IntBuffer.allocate(1);
gl.glGetIntegerv(GL2.gl\u MAX\u TEXTURE\u BUFFER\u SIZE,asd);
System.out.println(asd.get(0));
asd=IntBuffer.allocate(1);
gl.glGetIntegerv(GL2.gl\u MAX\u纹理大小,asd);
System.out.println(asd.get(0));
shaderProgram=ShaderLoader.compileProgram(gl,“默认”);
gl.glLinkProgram(着色器程序);
_getShaderAttributes(德国劳埃德船级社);
gl.glUseProgram(着色器程序);
_检查能力(gl);
_初始设置(gl);
//从污垢几何体计算一批顶点数据
几何体=新的方形几何体(.1f);
几何体。构建几何体(视图宽度、视图高度);
几何学.几何测量学(数字事物);
geometry.vertexBufferID=_generateBufferID(gl);
_loadVertexBuffer(总图、几何图形);
geometry.indexBufferID=_generateBufferID(gl);
_loadIndexBuffer(总图,几何图形);
geometry.positionBufferID=\u generateBufferID(gl);
//初始化缓冲区对象
int size=NUM_THINGS*2*字节perfloat;
系统输出打印项次(尺寸);
IntBuffer bla=IntBuffer.allocate(1);
gl.glGenTextures(1,bla);
geometry.positionTextureID=bla.get(0);
gl.glUniform1i(positionAttribute,0);
gl.glActiveTexture(GL2.gl_TEXTURE0);
gl.glBindTexture(GL2.gl_TEXTURE_BUFFER,geometry.positionTextureID);
gl.glBindBuffer(GL2.gl\u纹理\u缓冲区,geometry.positionBufferID);
gl.glBufferData(GL2.gl\u纹理\u缓冲区,大小,null,GL2.gl\u动态\u绘制);
gl.glTexBuffer(GL2.gl_纹理_BUFFER,GL2.gl_R32F,geometry.positionBufferID);
}
私有无效设置(GL2 gl)
{
gl.glClearColor(0f、0f、0f、1f);
}
专用空隙_loadIndexBuffer(GL2 gl,方形几何)
{
gl.glBindBuffer(GL2.gl_元素_数组_缓冲区,geometry.indexBufferID);
gl.glBufferData(GL2.gl_元素_数组_缓冲区,字节短*NUM_事物*geometry.getNumPoints(),geometry.indexBuffer,GL2.gl_静态_绘制);
}
私有void_loadVertexBuffer(GL2 gl,SquareGeometry)
{
int numBytes=geometry.getNumPoints()*3*bytesperflot*NUM\u THINGS;
gl.glBindBuffer(GL2.gl_数组_BUFFER,geometry.vertex
public class GLRenderer extends GLCanvas implements GLEventListener, WindowListener
{
private static final long serialVersionUID = -8513201172428486833L;
private static final int bytesPerFloat = Float.SIZE / Byte.SIZE;
private static final int bytesPerShort = Short.SIZE / Byte.SIZE;
public float viewWidth, viewHeight;
public float screenWidth, screenHeight;
private FPSAnimator animator;
private boolean didInit = false;
JFrame the_frame;
SquareGeometry geometry;
// Thought power of 2 might be required, doesn't seem to make a difference
private static final int NUM_THINGS = 2*2*2*2*2*2*2*2*2*2*2*2*2*2;
float[] position = new float[NUM_THINGS*2];
// Shader attributes
private int shaderProgram, projectionAttribute, vertexAttribute, positionAttribute;
public static void main(String[] args)
{
new GLRenderer();
}
public GLRenderer()
{
// setup OpenGL Version 2
super(new GLCapabilities(GLProfile.get(GLProfile.GL2)));
addGLEventListener(this);
setSize(1800, 1000);
the_frame = new JFrame("Hello World");
the_frame.getContentPane().add(this);
the_frame.setSize(the_frame.getContentPane().getPreferredSize());
the_frame.setVisible(true);
the_frame.addWindowListener(this);
animator = new FPSAnimator(this, 60);
animator.start();
}
// Called by the drivers when the gl context is first made available
public void init(GLAutoDrawable d)
{
final GL2 gl = d.getGL().getGL2();
IntBuffer asd = IntBuffer.allocate(1);
gl.glGetIntegerv(GL2.GL_MAX_TEXTURE_BUFFER_SIZE, asd);
System.out.println(asd.get(0));
asd = IntBuffer.allocate(1);
gl.glGetIntegerv(GL2.GL_MAX_TEXTURE_SIZE, asd);
System.out.println(asd.get(0));
shaderProgram = ShaderLoader.compileProgram(gl, "default");
gl.glLinkProgram(shaderProgram);
_getShaderAttributes(gl);
gl.glUseProgram(shaderProgram);
_checkGLCapabilities(gl);
_initGLSettings(gl);
// Calculate batch of vertex data from dirt geometry
geometry = new SquareGeometry(.1f);
geometry.buildGeometry(viewWidth, viewHeight);
geometry.finalizeGeometry(NUM_THINGS);
geometry.vertexBufferID = _generateBufferID(gl);
_loadVertexBuffer(gl, geometry);
geometry.indexBufferID = _generateBufferID(gl);
_loadIndexBuffer(gl, geometry);
geometry.positionBufferID = _generateBufferID(gl);
// initialize buffer object
int size = NUM_THINGS * 2 * bytesPerFloat;
System.out.println(size);
IntBuffer bla = IntBuffer.allocate(1);
gl.glGenTextures(1, bla);
geometry.positionTextureID = bla.get(0);
gl.glUniform1i(positionAttribute, 0);
gl.glActiveTexture(GL2.GL_TEXTURE0);
gl.glBindTexture(GL2.GL_TEXTURE_BUFFER, geometry.positionTextureID);
gl.glBindBuffer(GL2.GL_TEXTURE_BUFFER, geometry.positionBufferID);
gl.glBufferData(GL2.GL_TEXTURE_BUFFER, size, null, GL2.GL_DYNAMIC_DRAW);
gl.glTexBuffer(GL2.GL_TEXTURE_BUFFER, GL2.GL_R32F, geometry.positionBufferID);
}
private void _initGLSettings(GL2 gl)
{
gl.glClearColor(0f, 0f, 0f, 1f);
}
private void _loadIndexBuffer(GL2 gl, SquareGeometry geometry)
{
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, geometry.indexBufferID);
gl.glBufferData(GL2.GL_ELEMENT_ARRAY_BUFFER, bytesPerShort*NUM_THINGS*geometry.getNumPoints(), geometry.indexBuffer, GL2.GL_STATIC_DRAW);
}
private void _loadVertexBuffer(GL2 gl, SquareGeometry geometry)
{
int numBytes = geometry.getNumPoints() * 3 * bytesPerFloat * NUM_THINGS;
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, geometry.vertexBufferID);
gl.glBufferData(GL2.GL_ARRAY_BUFFER, numBytes, geometry.vertexBuffer, GL2.GL_STATIC_DRAW);
gl.glEnableVertexAttribArray(vertexAttribute);
gl.glVertexAttribPointer(vertexAttribute, 3, GL2.GL_FLOAT, false, 0, 0);
}
private int _generateBufferID(GL2 gl)
{
IntBuffer bufferIDBuffer = IntBuffer.allocate(1);
gl.glGenBuffers(1, bufferIDBuffer);
return bufferIDBuffer.get(0);
}
private void _checkGLCapabilities(GL2 gl)
{
// TODO: Respond to this information in a meaningful way.
boolean VBOsupported = gl.isFunctionAvailable("glGenBuffersARB") && gl.isFunctionAvailable("glBindBufferARB")
&& gl.isFunctionAvailable("glBufferDataARB") && gl.isFunctionAvailable("glDeleteBuffersARB");
System.out.println("VBO Supported: " + VBOsupported);
}
private void _getShaderAttributes(GL2 gl)
{
vertexAttribute = gl.glGetAttribLocation(shaderProgram, "vertex");
projectionAttribute = gl.glGetUniformLocation(shaderProgram, "projection");
positionAttribute = gl.glGetUniformLocation(shaderProgram, "positionSampler");
}
// Called by me on the first resize call, useful for things that can't be initialized until the screen size is known
public void viewInit(GL2 gl)
{
for(int i = 0; i < NUM_THINGS; i++)
{
position[i*2] = (float) (Math.random()*viewWidth);
position[i*2+1] = (float) (Math.random()*viewHeight);
}
gl.glUniformMatrix3fv(projectionAttribute, 1, false, Matrix.projection3f, 0);
// Load position data into a texture buffer
gl.glBindBuffer(GL2.GL_TEXTURE_BUFFER, geometry.positionBufferID);
ByteBuffer textureBuffer = gl.glMapBuffer(GL2.GL_TEXTURE_BUFFER, GL2.GL_WRITE_ONLY);
FloatBuffer textureFloatBuffer = textureBuffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
for(int i = 0; i < position.length; i++)
{
textureFloatBuffer.put(position[i]);
}
gl.glUnmapBuffer(GL2.GL_TEXTURE_BUFFER);
gl.glBindBuffer(GL2.GL_TEXTURE_BUFFER, 0);
}
public void display(GLAutoDrawable d)
{
if (!didInit || geometry.vertexBufferID == 0)
{
return;
}
//long startDrawTime = System.currentTimeMillis();
final GL2 gl = d.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
// If we were drawing any other buffers here we'd need to set this every time
// but instead we just leave them bound after initialization, saves a little render time
// No combination of these seems to fix the problem
//gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, geometry.vertexBufferID);
//gl.glVertexAttribPointer(vertexAttribute, 3, GL2.GL_FLOAT, false, 0, 0);
//gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, geometry.indexBufferID);
gl.glBindBuffer(GL2.GL_TEXTURE_BUFFER, geometry.positionBufferID);
//gl.glActiveTexture(GL2.GL_TEXTURE0);
//gl.glTexBuffer(GL2.GL_TEXTURE_BUFFER, GL2.GL_R32F, geometry.positionBufferID);
_render(gl, geometry);
// Also tried these
//gl.glFlush();
//gl.glFinish();
}
public void _render(GL2 gl, SquareGeometry geometry)
{
gl.glMultiDrawElements(geometry.drawMode, geometry.countBuffer, GL2.GL_UNSIGNED_SHORT, geometry.offsetBuffer, NUM_THINGS);
// This one works, but isn't what I want
//gl.glDrawElements(GL2.GL_LINE_LOOP, count, GL2.GL_UNSIGNED_SHORT, 0);
}
public void reshape(GLAutoDrawable d, int x, int y, int width, int height)
{
final GL2 gl = d.getGL().getGL2();
gl.glViewport(0, 0, width, height);
float ratio = (float) height / width;
screenWidth = width;
screenHeight = height;
viewWidth = 100;
viewHeight = viewWidth * ratio;
Matrix.ortho3f(0, viewWidth, 0, viewHeight);
if (!didInit)
{
viewInit(gl);
didInit = true;
}
else
{
// respond to view size changing
}
}
}
public class SquareGeometry
{
public float[] vertices = null;
ShortBuffer indexBuffer;
IntBuffer countBuffer;
PointerBuffer offsetBuffer;
FloatBuffer vertexBuffer;
public int vertexBufferID = 0;
public int indexBufferID = 0;
public int positionBufferID = 0;
public int positionTextureID = 0;
public int drawMode;
protected float width = 0;
protected float height = 0;
public SquareGeometry(float size)
{
width = size;
height = size;
}
public void buildGeometry(float viewWidth, float viewHeight)
{
vertices = new float[4 * 2];
vertices[0] = -width/2;
vertices[1] = -height/2;
vertices[2] = -width/2;
vertices[3] = height/2;
vertices[4] = width/2;
vertices[5] = height/2;
vertices[6] = width/2;
vertices[7] = -height/2;
drawMode = GL2.GL_POLYGON;
}
public void finalizeGeometry(int numInstances)
{
if(vertices == null) return;
int num_vertices = this.getNumPoints();
int total_num_vertices = numInstances * num_vertices;
// initialize vertex Buffer (# of coordinate values * 4 bytes per float)
ByteBuffer vbb = ByteBuffer.allocateDirect(total_num_vertices * 3 * Float.SIZE);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
for(int i = 0; i < numInstances; i++)
{
for(int v = 0; v < num_vertices; v++)
{
int vertex_index = v * 2;
vertexBuffer.put(vertices[vertex_index]);
vertexBuffer.put(vertices[vertex_index+1]);
vertexBuffer.put(i);
}
}
vertexBuffer.rewind();
// Create the indices
vbb = ByteBuffer.allocateDirect(total_num_vertices * Short.SIZE);
vbb.order(ByteOrder.nativeOrder());
indexBuffer = vbb.asShortBuffer();
for(int i = 0; i < total_num_vertices; i++)
{
indexBuffer.put((short) (i));
}
indexBuffer.rewind();
// Create the counts
vbb = ByteBuffer.allocateDirect(numInstances * Integer.SIZE);
vbb.order(ByteOrder.nativeOrder());
countBuffer = vbb.asIntBuffer();
for(int i = 0; i < numInstances; i++)
{
countBuffer.put(num_vertices);
}
countBuffer.rewind();
// create the offsets
offsetBuffer = PointerBuffer.allocateDirect(numInstances);
for(int i = 0; i < numInstances; i++)
{
offsetBuffer.put(num_vertices*i*2);
}
offsetBuffer.rewind();
}
public int getNumPoints()
{
return vertices.length/2;
}
}