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我正在編寫基於DooM地圖佈局的3D渲染器/引擎並將其移植到Android。我原來的算法非常慢,我使用方法ID爲他們的iPhone端口做了改進。這是函數:浮動緩衝區破壞問題
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);
}
我經歷了BSP樹和收集哪條線路將呈現。這些被放入牆的數組(存儲vert和tex coords/id)並通過紋理id快速排列。然後運行以下函數。
我把問題的範圍縮小到前3個問題的腐敗問題。前三個是一些奇怪的浮點值,其餘的都是正常的。
cFrame對象計算垂直/索引的數量並從數組傳遞到floatbuffer。這裏是類/函數
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);
}
}