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Bullet3之優(yōu)化PhysicsDraw3D
發(fā)表時間:2020-10-19
發(fā)布人:葵宇科技
瀏覽次數(shù):74
static PhysicsDraw3D* createWithLayer(Node* layer);
為了測試bullet物體的大年夜小,促寫完的PhysicsDraw3D的效力低的要命,這也是為什么cocos2dx棄用了DrawPrimitives,而去應用DrawNode
DrawPrimitives每次繪制都去調(diào)用glDrawElements,假如每幀繪制10000條線段,那么就要調(diào)用10000次glDrawElements,可奏效力之低。
而DrawNode采取的是批處理的方法,當drawLine的時刻不是急速繪制,而是將線段的信息添加到數(shù)組里,當draw時同一調(diào)用gl的繪制函數(shù)
10000/1可不是一個小數(shù)量啊。
下圖應用DrawPrimitives辦法
[img]http://img.blog.csdn.net/20150106195017671?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvY3R4ZGVjcw==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/Center [img]http://img.blog.csdn.net/20150106194800454?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvY3R4ZGVjcw==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/Center
參加40個Sphere幀率就掉落到40,70的幀率更是慘不忍睹
void clearDraw();
修改PhysicsDraw3D
燒毀時也要將_drawNode大年夜Parent中移除
下圖應用DrawNode辦法
3. 保存drawPoint, drawPoints, drawLine,其他的繪制函數(shù)不要
[img]http://img.blog.csdn.net/20150106195102312?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvY3R4ZGVjcw==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/Center [img]http://img.blog.csdn.net/20150106194934328?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvY3R4ZGVjcw==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/Center
為懂得決這個問題就要參照DrawNode實現(xiàn)一個簡單的DrawNode3D
不管三七二十一,將DrawNode的頭文件代碼copy,刪去一些不須要的,
1.修改V2F_C4B_T2F 為 V3F_C4B_T2F
2.修改Vec2為Vec3,要繪制3D
#ifndef __DRAW_NODE_3D_H__ #define __DRAW_NODE_3D_H__ #include "cocos2d.h" USING_NS_CC; class DrawNode3D : public Node { public: static DrawNode3D* create(); void drawPoint(const Vec3& point, const float pointSize, const Color4F &color); void drawPoints(const Vec3 *position, unsigned int numberOfPoints, const Color4F &color); void drawLine(const Vec3 &origin, const Vec3 &destination, const Color4F &color); // Overrides virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override; void clear(); const BlendFunc& getBlendFunc() const; void setBlendFunc(const BlendFunc &blendFunc); void onDraw(const Mat4 &transform, uint32_t flags); void onDrawGLLine(const Mat4 &transform, uint32_t flags); void onDrawGLPoint(const Mat4 &transform, uint32_t flags); CC_CONSTRUCTOR_ACCESS: DrawNode3D(); virtual ~DrawNode3D(); virtual bool init(); protected: void ensureCapacity(int count); void ensureCapacityGLPoint(int count); void ensureCapacityGLLine(int count); GLuint _vao; GLuint _vbo; GLuint _vaoGLPoint; GLuint _vboGLPoint; GLuint _vaoGLLine; GLuint _vboGLLine; int _bufferCapacity; GLsizei _bufferCount; V3F_C4B_T2F *_buffer; int _bufferCapacityGLPoint; GLsizei _bufferCountGLPoint; V3F_C4B_T2F *_bufferGLPoint; Color4F _pointColor; int _pointSize; int _bufferCapacityGLLine; GLsizei _bufferCountGLLine; V3F_C4B_T2F *_bufferGLLine; BlendFunc _blendFunc; CustomCommand _customCommand; CustomCommand _customCommandGLPoint; CustomCommand _customCommandGLLine; bool _dirty; bool _dirtyGLPoint; bool _dirtyGLLine; private: CC_DISALLOW_COPY_AND_ASSIGN(DrawNode3D); }; #endif
對于DrawNode.cpp按照膳綾擎所說同樣修改
要記住
因為頂點有三個元素,.cpp代碼過多,請在文┞仿最后下載源碼,要留意的是繪制時開啟深度測試
刪除成員變量,添加DrawNode3D* _drawNode,因為DrawNode3D持續(xù)自Node所以創(chuàng)建時要將其添加到父節(jié)點上,
修改create,init為如下
bool initWithLayer(Node* layer);
同時添加
我們知道DrawNode如不雅不履行clear,那么就不會清空上一幀的繪制數(shù)據(jù)
具體修改如下:
PhysicsDraw3D* PhysicsDraw3D::createWithLayer(Node* layer) { auto draw = new PhysicsDraw3D; if (draw && draw->initWithLayer(layer)) { return draw; } return nullptr; } bool PhysicsDraw3D::initWithLayer(Node* layer) { _drawNode = DrawNode3D::create(); layer->addChild(_drawNode); _debugDrawMode = btIDebugDraw::DBG_MAX_DEBUG_DRAW_MODE; return true; } void PhysicsDraw3D::clearDraw() { _drawNode->clear(); }
void PhysicsDraw3D::destroy() { _drawNode->removeFromParent(); delete this; } drawLine也就簡化了 void PhysicsDraw3D::drawLine(const btVector3& from,const btVector3& to,const btVector3& color) { Vec3 vertices[2] = { Vec3(from.x(), from.y(), from.z()), Vec3(to.x(), to.y(), to.z()) }; _color.r = color.x(); _color.g = color.y(); _color.b = color.z(); _color.a = 1.f; _drawNode->drawLine(vertices[0], vertices[1], _color); }
PhysicsWorld3D 創(chuàng)建的靜態(tài)函數(shù)添加
static PhysicsWorld3D* createWithDebug(Node* layer, const btVector3& gravity = btVector3(0, -10, 0));
為的就是創(chuàng)建調(diào)試繪制
bool PhysicsWorld3D::initWorldWithDebug(Node* layer, const btVector3& gravity) { if (!this->initWorld(gravity)) { return false; } _debugDraw = PhysicsDraw3D::createWithLayer(layer); _world->setDebugDrawer(_debugDraw); return true; }
同時刪除initWorld對_debugDraw的創(chuàng)建,每次繪制時須要斷定是否為debug
void PhysicsWorld3D::debugDraw() { if (_debugDraw) { _debugDraw->clearDraw(); _world->debugDrawWorld(); } }
完全源碼
csdn
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid *)offsetof(V3F_C4B_T2F, vertices)); 要將GLProgram::VERTEX_ATTRIB_POSITION, 2 改為 GLProgram::VERTEX_ATTRIB_POSITION, 3
github
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