Python 小行星程序使用间接绘制、glMultiDrawArraysIndirect不渲染和绘制空白
我正在移植一个程序来学习Superbible OpenGL第7版中的间接绘制。这个程序应该每秒渲染近10亿个顶点,并且不会因为使用现代OpenGL技术Python 小行星程序使用间接绘制、glMultiDrawArraysIndirect不渲染和绘制空白,python,python-3.x,opengl,glut,opengl-3,Python,Python 3.x,Opengl,Glut,Opengl 3,我正在移植一个程序来学习Superbible OpenGL第7版中的间接绘制。这个程序应该每秒渲染近10亿个顶点,并且不会因为使用现代OpenGL技术glMultiDrawArraysIndirect而导致绘制命令提交速度出现瓶颈。任何帮助都将是无效的谢谢。多谢各位 这是预期输出: 更新:我非常感谢拉比76的回答给了我极大的帮助。代码非常好,关于为什么这样做的见解令人耳目一新。非常感谢你!程序正在按预期显示小行星场 使用间接绘图时,程序似乎运行得更快 我同意,在python中似乎没有将enum
glMultiDrawArraysIndirect
而导致绘制命令提交速度出现瓶颈。任何帮助都将是无效的谢谢。多谢各位
这是预期输出:
更新:我非常感谢拉比76的回答给了我极大的帮助。代码非常好,关于为什么这样做的见解令人耳目一新。非常感谢你!程序正在按预期显示小行星场
使用间接绘图时,程序似乎运行得更快
我同意,在python中似乎没有将enum用作类。另外,最好不要这样做
依赖文件:zip中有一个更新的sbmloader
Asternos.py的源代码
#!/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()
移植程序的来源:python函数和方法的参数不是in-out参数,它们只是输入。但是您可以从函数返回元组。更改方法
。在类SBMObject
中获取子对象\u info()
:
类SBMObject:
def获取子对象信息(自身、索引):
如果(索引>=len(子对象)):
返回0,0
返回子对象[index]。首先,子对象[index]。计数
这样称呼它:
首先,count=myobject.get\u sub\u object\u info(j%myobject.get\u sub\u object\u count())
如果要创建一个16字节结构,像下面的C++结构< /p>
typedef结构{
单位计数;
单位瞬时计数;
uint优先;
uint基本实例;
}DrawArraysIndirectCommand;
这样的python类就做不到这一点
类DrawArraySindirect命令:
计数=GLuint(0)
primCount=GLuint(0)
first=GLuint(0)
baseInstance=GLuint(0)
“DrawArraysIndirectCommand”的16字节元素可由GLuint*4
生成,其大小为:
sizeOfDrawIndCmd=ctypes.sizeof(GLuint*4)
返回指向已分配内存区域的指针,使用函数“包装”二维数组。看
sizeOfDrawIndCmd=ctypes.sizeof(GLuint*4)
glGenBuffers(1,间接提取缓冲区)
glBindBuffer(GL\U DRAW\U间接\U缓冲区,间接\U DRAW\U缓冲区)
glBufferData(GL\U DRAW\U间接\U缓冲区,
NUM_DRAWS*sizeOfDrawIndCmd,
没有一个
总帐(静态图)
cmd\u memory=glMapBufferRange(GL\u DRAW\u INDIRECT\u BUFFER,
0,
NUM_DRAWS*sizeOfDrawIndCmd,
GL_映射_写入_位| GL_映射_无效_缓冲_位)
cmd_buffer=((GLuint*4)*NUM_DRAWS)。从_地址(cmd_内存)
对于范围内的i(0,NUM_绘制):
首先,count=myobject.get\u sub\u object\u info(i%myobject.get\u sub\u object\u count())
cmd_缓冲区[i][0]=计数
cmd_缓冲区[i][1]=1
cmd_buffer[i][2]=第一个
cmd_缓冲区[i][3]=i
glUnmapBuffer(GL_绘制_间接_缓冲区)
这些属性具有整数数据类型(GL\u UNSIGNED\u INT
)。您必须创建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\u数组=((ctypes.c\u float)*NUM\u DRAWS)。from\u地址(draw\u索引)
int\u数组=(GLuint*NUM\u绘制)。从地址(绘制索引)
并使用ctypes.sizeof(GLuint)
而不是sys.getsizeof(GLuint)
:
glGenBuffers(1,draw\u index\u buffer)
glBindBuffer(GL\u数组\u缓冲区、draw\u索引\u缓冲区)
glBufferData(GL_数组_缓冲区,
NUM_绘制*ctypes.sizeof(GLuint),
没有一个
总帐(静态图)
绘制索引=glMapBufferRange(GL\U数组\U缓冲区,
0,
NUM_绘制*ctypes.sizeof(GLuint),
GL\U映射\U写入\U位|
GL\U映射\U无效\U缓冲\U位)
int_数组=(GLuint*NUM_DRAWS)。from_地址(draw_索引)
对于范围内的i(0,NUM_绘制):
int_数组[i]=i
glUnmapBuffer(GL_数组_缓冲区)
精彩的代码,非常感谢!!!是的,我知道哪里出错了,从现在起我将使用ctypes.sizeof()。对SBMObject的修复非常好。非常感谢。我会马上更新源代码。
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))