Bullet(Cocos2dx)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;
- @H_403_146@classDrawNode3D:@H_403_146@publicNode
- {
- @H_403_146@public:
- @H_403_146@staticDrawNode3D*create();
- @H_403_146@voiddrawPoint(@H_403_146@constVec3&point,@H_403_146@constfloatpointSize,@H_403_146@constColor4F&color);
- @H_403_146@voiddrawPoints(@H_403_146@constVec3*position,unsignedintnumberOfPoints,@H_403_146@constColor4F&color);
- @H_403_146@voiddrawLine(@H_403_146@constVec3&origin,@H_403_146@constVec3&destination,@H_403_146@constColor4F&color);
- //Overrides
- @H_403_146@virtual@H_403_146@voiddraw(Renderer*renderer,@H_403_146@constMat4&transform,uint32_tflags)override;
- @H_403_146@voidclear();
- @H_403_146@constBlendFunc&getBlendFunc()@H_403_146@const;
- @H_403_146@voidsetBlendFunc(@H_403_146@constBlendFunc&blendFunc);
- @H_403_146@voidonDraw(@H_403_146@constMat4&transform,uint32_tflags);
- @H_403_146@voidonDrawGLLine(@H_403_146@constMat4&transform,uint32_tflags);
- @H_403_146@voidonDrawGLPoint(@H_403_146@constMat4&transform,uint32_tflags);
- CC_CONSTRUCTOR_ACCESS:
- DrawNode3D();
- @H_403_146@virtual~DrawNode3D();
- @H_403_146@virtualboolinit();
- @H_403_146@protected:
- @H_403_146@voidensureCapacity(intcount);
- @H_403_146@voidensureCapacityGLPoint(intcount);
- @H_403_146@voidensureCapacityGLLine(intcount);
- 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;
- @H_403_146@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,@H_403_146@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
staticPhysicsDraw3D*createWithLayer(Node*layer);
boolinitWithLayer(Node*layer);
同时添加
voidclearDraw();
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)
- {
- autodraw=@H_403_146@newPhysicsDraw3D;
- @H_403_146@if(draw&&draw->initWithLayer(layer))
- {
- @H_403_146@returndraw;
- }
- @H_403_146@returnnullptr;
- }
- boolPhysicsDraw3D::initWithLayer(Node*layer)
- {
- _drawNode=DrawNode3D::create();
- layer->addChild(_drawNode);
- _debugDrawMode=btIDebugDraw::DBG_MAX_DEBUG_DRAW_MODE;
- @H_403_146@return@H_403_146@true;
- }
- @H_403_146@voidPhysicsDraw3D::clearDraw()
- {
- _drawNode->clear();
- }
销毁时也要将_drawNode从Parent中移除
- @H_403_146@voidPhysicsDraw3D::destroy()
- {
- _drawNode->removeFromParent();
- @H_403_146@delete@H_403_146@this;
- }
- drawLine也就简化了
- @H_403_146@voidPhysicsDraw3D::drawLine(@H_403_146@constbtVector3&from,@H_403_146@constbtVector3&to,@H_403_146@constbtVector3&color)
- {
- Vec3vertices[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);
- }
为的就是创建调试绘制
同时删除initWorld对_debugDraw的创建,每次绘制时需要判断是否为debug
完整源码
csdn