我正在根据DooM地图布局编写3D渲染器/引擎并将其移植到Android。我的原始算法非常慢,我使用方法ID为他们的iPhone端口改进了它。这是功能:
public void renderScene(GL10 gl, Map map) {
int currentTexture = renderWalls[0].texID;
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[currentTexture]);
cFrame.reset();
for (int i = 0; i < numWalls; i++) {
Wall wall = renderWalls[i];
// Draw if texture change
if (wall.texID != currentTexture) {
cFrame.transfer();
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 4 * 5, cFrame.verts);
// Create a buffer that points 3 floats past the beginning.
FloatBuffer texData = cFrame.verts.duplicate();
texData.position(3);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 4 * 5, texData);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, cFrame.numIndices,
GL10.GL_UNSIGNED_SHORT, cFrame.indices);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
cFrame.reset();
currentTexture = wall.texID;
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[currentTexture]);
}
cFrame.vertices[(cFrame.numVerts * 5)] = wall.p1.x;
cFrame.vertices[(cFrame.numVerts * 5) + 1] = wall.top;
cFrame.vertices[(cFrame.numVerts * 5) + 2] = wall.p1.y;
cFrame.vertices[(cFrame.numVerts * 5) + 3] = wall.uv1.x;
cFrame.vertices[(cFrame.numVerts * 5) + 4] = wall.uv1.y;
cFrame.numVerts++;
cFrame.vertices[(cFrame.numVerts * 5)] = wall.p1.x;
cFrame.vertices[(cFrame.numVerts * 5) + 1] = wall.bottom;
cFrame.vertices[(cFrame.numVerts * 5) + 2] = wall.p1.y;
cFrame.vertices[(cFrame.numVerts * 5) + 3] = wall.uv2.x;
cFrame.vertices[(cFrame.numVerts * 5) + 4] = wall.uv2.y;
cFrame.numVerts++;
cFrame.vertices[(cFrame.numVerts * 5)] = wall.p2.x;
cFrame.vertices[(cFrame.numVerts * 5) + 1] = wall.top;
cFrame.vertices[(cFrame.numVerts * 5) + 2] = wall.p2.y;
cFrame.vertices[(cFrame.numVerts * 5) + 3] = wall.uv3.x;
cFrame.vertices[(cFrame.numVerts * 5) + 4] = wall.uv3.y;
cFrame.numVerts++;
cFrame.vertices[(cFrame.numVerts * 5)] = wall.p2.x;
cFrame.vertices[(cFrame.numVerts * 5) + 1] = wall.bottom;
cFrame.vertices[(cFrame.numVerts * 5) + 2] = wall.p2.y;
cFrame.vertices[(cFrame.numVerts * 5) + 3] = wall.uv4.x;
cFrame.vertices[(cFrame.numVerts * 5) + 4] = wall.uv4.y;
cFrame.numVerts++;
cFrame.indexes[cFrame.numIndices++] = (short) (cFrame.numVerts - 2);
cFrame.indexes[cFrame.numIndices++] = (short) (cFrame.numVerts - 3);
cFrame.indexes[cFrame.numIndices++] = (short) (cFrame.numVerts - 4);
cFrame.indexes[cFrame.numIndices++] = (short) (cFrame.numVerts - 3);
cFrame.indexes[cFrame.numIndices++] = (short) (cFrame.numVerts - 2);
cFrame.indexes[cFrame.numIndices++] = (short) (cFrame.numVerts - 1);
}
cFrame.transfer();
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 4 * 5, cFrame.verts);
// Create a buffer that points 3 floats past the beginning.
FloatBuffer texData = cFrame.verts.duplicate();
texData.position(3);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 4 * 5, texData);
gl.glDrawElements(GL10.GL_TRIANGLES, cFrame.numIndices,
GL10.GL_UNSIGNED_SHORT, cFrame.indices);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
我浏览BSP树并收集将呈现的行。这些被放入一个Walls数组(存储vert和tex coords / id)并通过纹理id快速排序。然后运行以下函数。
我将问题缩小到前三次投注的腐败问题。前三个是一些奇怪的浮动值,其余是正常的。
cFrame对象计算顶点/索引的数量,并从数组传递到floatbuffer。这是类/函数
class CurrentFrame {
public short numVerts, numIndices;
public FloatBuffer verts;
public ShortBuffer indices;
public float vertices[];
public short indexes[];
public CurrentFrame(int maxVal) {
ByteBuffer vertsBB = ByteBuffer.allocateDirect(maxVal * 4);
vertsBB.order(ByteOrder.nativeOrder());
verts = vertsBB.asFloatBuffer();
ByteBuffer indBB = ByteBuffer.allocateDirect(maxVal * 2);
indBB.order(ByteOrder.nativeOrder());
indices = vertsBB.asShortBuffer();
vertices = new float[maxVal];
indexes = new short[maxVal];
}
public void reset() {
cFrame.numIndices = 0;
cFrame.numVerts = 0;
cFrame.verts.position(0);
cFrame.indices.position(0);
}
public void transfer() {
verts.position(0);
indices.position(0);
verts.put(vertices, 0, numVerts * 5);
indices.put(indexes, 0, numIndices);
verts.position(0);
indices.position(0);
}
}
答案 0 :(得分:0)
想通了,指数指向vertBB而不是indBB,导致腐败。
verts = vertsBB.asFloatBuffer();
indices = vertsBB.asShortBuffer();