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Bullet3之优化PhysicsDraw3D
为了测试bullet物体的大小,匆匆写完的PhysicsDraw3D的效率低的要命,这也是为什么cocos2dx弃用了DrawPrimitives,而去使用DrawNode
DrawPrimitives每次绘制都去调用glDrawElements,假如每帧绘制10000条线段,那么就要调用10000次glDrawElements,可见效率之低。
而DrawNode采取的是批处理的方式,当drawLine的时候不是立即绘制,而是将线段的信息添加到数组里,当draw时统一调用gl的绘制函数
10000/1可不是一个小数目啊。
下图使用DrawPrimitives方法
加入40个Sphere帧率就掉到40,70的帧率更是惨不忍睹
下图使用DrawNode方法
为了解决这个问题就要参照DrawNode实现一个简单的DrawNode3D
不管三七二十一,将DrawNode的头文件代码copy,删去一些不需要的,
1.修改V2F_C4B_T2F 为 V3F_C4B_T2F
2.修改Vec2为Vec3,要绘制3D
3. 保留drawPoint, drawPoints, drawLine,其他的绘制函数不要
#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
对于DrawNode.cpp按照上面所说同样修改
要记住
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid *)offsetof(V3F_C4B_T2F, vertices)); 要将GLProgram::VERTEX_ATTRIB_POSITION, 2 改为 GLProgram::VERTEX_ATTRIB_POSITION, 3
因为顶点有三个元素,.cpp代码过多,请在文章最后下载源码,要注意的是绘制时开启深度测试
修改PhysicsDraw3D
删除成员变量,添加DrawNode3D* _drawNode,由于DrawNode3D继承自Node所以创建时要将其添加到父节点上,
修改create,init为如下
static PhysicsDraw3D* createWithLayer(Node* layer);
bool initWithLayer(Node* layer);
同时添加
void clearDraw();
我们知道DrawNode如果不执行clear,那么就不会清空上一帧的绘制数据
具体修改如下:
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(); }
销毁时也要将_drawNode从Parent中移除
void PhysicsDraw3D::destroy() { _drawNode->removeFromParent(); delete this; } drawLine也就简化了 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 创建的静态函数添加
static PhysicsWorld3D* createWithDebug(Node* layer, const btVector3& gravity = btVector3(0, -10, 0));
为的就是创建调试绘制
bool PhysicsWorld3D::initWorldWithDebug(Node* layer, const btVector3& gravity) { if (!this->initWorld(gravity)) { return false; } _debugDraw = PhysicsDraw3D::createWithLayer(layer); _world->setDebugDrawer(_debugDraw); return true; }
同时删除initWorld对_debugDraw的创建,每次绘制时需要判断是否为debug
void PhysicsWorld3D::debugDraw() { if (_debugDraw) { _debugDraw->clearDraw(); _world->debugDrawWorld(); } }
完整源码
csdngithub
Bullet3之优化PhysicsDraw3D