java - 在 libgdx 中批处理多维数据集时出现问题

标签 java api 3d libgdx batching

我正在尝试开发一款游戏,在屏幕上渲染多达 300 个立方体。为每个多维数据集创建新的 modelInstance 时 modelBatch 的性能非常糟糕。据我所知,没有 3d 批处理可以将所有立方体批处理到一次绘制调用。所以我拼命地尝试以某种方式对它们进行批处理。

此问题与此问题直接相关:LibGDX 3D increase perfomance

发布的答案成功地批处理了所有立方体,但是当添加环境以获得一些照明时,立方体似乎缺少侧面或有其他问题。

这是一张图片:

enter image description here

这是我的立方体类(几乎是从上面的答案复制的)

public class Cube {

  int index;
  int vertexFloatSize;
  int posOffset;
  int norOffset;
  boolean hasColor;
  int colOffset;
  private Vector3 position = new Vector3();
  private Matrix4 rotationTransform = new Matrix4().idt();

  private Color color = new Color();
  public float halfWidth, halfHeight, halfDepth;
  private boolean transformDirty = false;
  private boolean colorDirty = false;

  static final Vector3 CORNER000 = new Vector3();
  static final Vector3 CORNER010 = new Vector3();
  static final Vector3 CORNER100 = new Vector3();
  static final Vector3 CORNER110 = new Vector3();
  static final Vector3 CORNER001 = new Vector3();
  static final Vector3 CORNER011 = new Vector3();
  static final Vector3 CORNER101 = new Vector3();
  static final Vector3 CORNER111 = new Vector3();

  static final Vector3[] FACE0 = {CORNER000, CORNER100, CORNER110, CORNER010};
  static final Vector3[] FACE1 = {CORNER101, CORNER001, CORNER011, CORNER111};
  static final Vector3[] FACE2 = {CORNER000, CORNER010, CORNER011, CORNER001};
  static final Vector3[] FACE3 = {CORNER101, CORNER111, CORNER110, CORNER100};
  static final Vector3[] FACE4 = {CORNER101, CORNER100, CORNER000, CORNER001};
  static final Vector3[] FACE5 = {CORNER110, CORNER111, CORNER011, CORNER010};
  static final Vector3[][] FACES = {FACE0, FACE1, FACE2, FACE3, FACE4, FACE5};

  static final Vector3 NORMAL0 = new Vector3();
  static final Vector3 NORMAL1 = new Vector3();
  static final Vector3 NORMAL2 = new Vector3();
  static final Vector3 NORMAL3 = new Vector3();
  static final Vector3 NORMAL4 = new Vector3();
  static final Vector3 NORMAL5 = new Vector3();
  static final Vector3[] NORMALS = {NORMAL0, NORMAL1, NORMAL2, NORMAL3, NORMAL4, NORMAL5};

  float[] meshVertices;

  public Cube(float x, float y, float z, float width, float height, float depth, int index, 
        VertexAttributes vertexAttributes, float[] meshVertices){

      position.set(x,y,z);
      this.halfWidth = width/2;
      this.halfHeight = height/2;
      this.halfDepth = depth/2;
      this.index = index;
      this.meshVertices = meshVertices;

      NORMAL0.set(0,0,-1);
      NORMAL1.set(0,0,1);
      NORMAL2.set(-1,0,0);
      NORMAL3.set(1,0,0);
      NORMAL4.set(0,-1,0);
      NORMAL5.set(0,1,0);

      vertexFloatSize = vertexAttributes.vertexSize/4; //4 bytes per float
      posOffset = getVertexAttribute(Usage.Position, vertexAttributes).offset/4;
      norOffset = getVertexAttribute(Usage.Normal, vertexAttributes).offset/4;

      VertexAttribute colorAttribute = getVertexAttribute(Usage.Color, vertexAttributes);
      hasColor = colorAttribute!=null;
      if (hasColor){
          colOffset = colorAttribute.offset/4;
          this.setColor(Color.WHITE);
      }
      transformDirty = true;

  }

  public void setDimensions(float x, float y , float z){

      this.halfWidth = x/2;
      this.halfHeight = y/2;
      this.halfDepth = z/2;

  }

  public void setIndex(int index){

      this.index = index;
      transformDirty = true;
      colorDirty = true;

  }

  /**
   * Call this after moving and/or rotating.
   */
  public void update(){

      if (colorDirty && hasColor){
          for (int faceIndex= 0; faceIndex<6; faceIndex++){
              int baseVertexIndex = (index*24 + faceIndex*4)*vertexFloatSize;//24 unique vertices per cube, 4 unique vertices per face
              for (int cornerIndex=0; cornerIndex<4; cornerIndex++){
                  int vertexIndex = baseVertexIndex + cornerIndex*vertexFloatSize + colOffset;
                  meshVertices[vertexIndex] = color.r;
                  meshVertices[++vertexIndex] = color.g;
                  meshVertices[++vertexIndex] = color.b;
                  meshVertices[++vertexIndex] = color.a;
              }
          }
          colorDirty = false;
      }


      if (!transformDirty){
          return;
      }

      transformDirty = false;

      CORNER000.set(-halfWidth,-halfHeight,-halfDepth).rot(rotationTransform).add(position);
      CORNER010.set(-halfWidth,halfHeight,-halfDepth).rot(rotationTransform).add(position);
      CORNER100.set(halfWidth,-halfHeight,-halfDepth).rot(rotationTransform).add(position);
      CORNER110.set(halfWidth,halfHeight,-halfDepth).rot(rotationTransform).add(position);
      CORNER001.set(-halfWidth,-halfHeight,halfDepth).rot(rotationTransform).add(position);
      CORNER011.set(-halfWidth,halfHeight,halfDepth).rot(rotationTransform).add(position);
      CORNER101.set(halfWidth,-halfHeight,halfDepth).rot(rotationTransform).add(position);
    CORNER111.set(halfWidth,halfHeight,halfDepth).rot(rotationTransform).add(position);

      NORMAL0.set(0,0,-1).rot(rotationTransform);
      NORMAL1.set(0,0,1).rot(rotationTransform);
      NORMAL2.set(-1,0,0).rot(rotationTransform);
      NORMAL3.set(1,0,0).rot(rotationTransform);
      NORMAL4.set(0,-1,0).rot(rotationTransform);
      NORMAL5.set(0,1,0).rot(rotationTransform);

      for (int faceIndex= 0; faceIndex<6; faceIndex++){
          int baseVertexIndex = (index*24 + faceIndex*4)*vertexFloatSize;//24 unique vertices per cube, 4 unique vertices per face
          for (int cornerIndex=0; cornerIndex<4; cornerIndex++){
              int vertexIndex = baseVertexIndex + cornerIndex*vertexFloatSize + posOffset;
              meshVertices[vertexIndex] = FACES[faceIndex][cornerIndex].x;
              meshVertices[++vertexIndex] = FACES[faceIndex][cornerIndex].y;
              meshVertices[++vertexIndex] = FACES[faceIndex][cornerIndex].z;

              vertexIndex = baseVertexIndex + cornerIndex*vertexFloatSize + norOffset;
              meshVertices[vertexIndex] = NORMALS[faceIndex].x;
              meshVertices[++vertexIndex] = NORMALS[faceIndex].y;
              meshVertices[++vertexIndex] = NORMALS[faceIndex].z;
          }
      }
  }

  public Cube setColor(Color color){

      if (hasColor){
          this.color.set(color);
          colorDirty = true;
      }
      return this;
  }

  public void setAlpha(float alpha) {

       if (hasColor){

           this.color.set(this.color.r, this.color.g, this.color.b, alpha);
           colorDirty = true;

       }
  }

  public Cube translate(float x, float y, float z){
      position.add(x,y,z);
      transformDirty = true;
      return this;
  }

  public Cube setPosition(float x, float y, float z){
      position.set(x,y,z);
      transformDirty = true;
      return this;
  }

public Cube setPosition(Vector3 position1) {

       position.set(position1);
       transformDirty = true;
       return this;

  }

  public VertexAttribute getVertexAttribute (int usage, VertexAttributes attributes) {
      int len = attributes.size();
      for (int i = 0; i < len; i++)
          if (attributes.get(i).usage == usage) return attributes.get(i);

      return null;
  }



  public Vector3 getPosition() {

      return this.position;
  }

}

这是我创建的用于测试多维数据集的测试用例。

public class TestCase {

    ModelInstance mBatchedCubesModelInstance;
    Mesh mBatchedCubesMesh;
    float[] mBatchedCubesVertices;
    Array<Cube> mBatchedCubes;

    TestCase(){

            int width = 5;
            int height = 5;
            int length = 5;
            int numCubes = width*height*length;

            ModelBuilder mb = new ModelBuilder();
            mb.begin();
            MeshPartBuilder mpb = mb.part("cubes", GL20.GL_TRIANGLES, (Usage.Position | Usage.Normal | Usage.Color), new Material());
            for (int i=0; i<numCubes; i++){
                mpb.box(1, 1, 1);
            }
            Model model = mb.end();
            mBatchedCubesModelInstance = new ModelInstance(model);

            mBatchedCubesMesh = model.meshes.get(0);
            VertexAttributes vertexAttributes = mBatchedCubesMesh.getVertexAttributes();
            int vertexFloatSize = vertexAttributes .vertexSize / 4; //4 bytes per float
            mBatchedCubesVertices = new float[numCubes * 24 * vertexFloatSize]; //24 unique vertices per cube
            mBatchedCubesMesh.getVertices(mBatchedCubesVertices);

            mBatchedCubes = new Array<Cube>(numCubes);
            int cubeNum = 0;
            for (int x = 0; x < width; x++) {
                    for (int y = 0; y < height; y++) {
                            for (int z = 0; z < length; z++) {
                                    mBatchedCubes.add(new Cube((x-(width/2f))*1.5f, -((y-(height/2f)) * 1.5f), -(z-(length/2f))*1.5f, 1,1,1, cubeNum++, vertexAttributes, mBatchedCubesVertices ).setColor(Colors.getMixedColor()));
                            }
                    }
            }

    }

    public void render(ModelBatch batch, Environment environment){

            for (Cube cube : mBatchedCubes){ //must update any changed cubes.
                cube.update();
            }
            mBatchedCubesMesh.setVertices(mBatchedCubesVertices); //apply changes to mesh

            if(environment!=null) batch.render(mBatchedCubesModelInstance,environment);
            else batch.render(this.mBatchedCubesModelInstance);

    }

}

立方体在我的游戏中甚至不会移动,所以我什至不需要转换。我只需要设置每帧的颜色(包括 Alpha channel )。批处理的网格也应该与 libgdx 阴影贴图一起使用(我希望当您拥有正确批处理的 modelInstance 时它会自动工作)。

谁能告诉我我的代码有什么问题以及为什么有些面孔没有出现。我知道我可能问得太多,所以两天后我会对此问题给予奖励(50 分)。

编辑:在 Tenfour04 的回答之后,情况变得好多了。 Alpha channel 似乎起作用了,奇怪的面孔问题似乎消失了。然而,当我将这些更改应用于真实游戏时,我注意到有时面粉会绘制在游戏地形的顶部。我通过在立方体中间添加大平面来更新测试来说明问题。制作了视频:https://www.youtube.com/watch?v=LQhSMJfuyZY

我还想澄清一下,我没有使用任何自定义着色器。仅使用 ModelBatch.begin() 和 .end() 方法,无需额外的 openGl 调用。

最佳答案

我发现几个问题:

  1. 您已关闭混合和/或您的着色器未设置 Alpha 值

  2. 您没有剔除背面。

因此,当您创建新 Material 时,不要仅使用 new Material(),而是使用:

new Material(
    IntAttribute.createCullFace(GL20.GL_FRONT),//For some reason, libgdx ModelBuilder makes boxes with faces wound in reverse, so cull FRONT
    new BlendingAttribute(1f), //opaque since multiplied by vertex color
    new DepthTestAttribute(false), //don't want depth mask or rear cubes might not show through
    ColorAttribute.createDiffuse(Color.WHITE) //white since multiplied by vertex color
    );

您还需要按距相机的距离对立方体进行排序,以使它们的 Alpha 正确分层。这是支持排序的更新的 Cube 类。它必须能够独立于顶点数组跟踪颜色,以防其索引发生变化:

public class Cube implements Comparable<Cube>{

    private int index;
    int vertexFloatSize;
    int posOffset;
    int norOffset;
    boolean hasColor;
    int colOffset;
    private Vector3 position = new Vector3();
    private Matrix4 rotationTransform = new Matrix4().idt();
    public float halfWidth, halfHeight, halfDepth;
    private boolean transformDirty = false;
    private boolean colorDirty = false;
    private Color color = new Color();
    float camDistSquared;

    static final Vector3 CORNER000 = new Vector3();
    static final Vector3 CORNER010 = new Vector3();
    static final Vector3 CORNER100 = new Vector3();
    static final Vector3 CORNER110 = new Vector3();
    static final Vector3 CORNER001 = new Vector3();
    static final Vector3 CORNER011 = new Vector3();
    static final Vector3 CORNER101 = new Vector3();
    static final Vector3 CORNER111 = new Vector3();

    static final Vector3[] FACE0 = {CORNER000, CORNER100, CORNER110, CORNER010};
    static final Vector3[] FACE1 = {CORNER101, CORNER001, CORNER011, CORNER111};
    static final Vector3[] FACE2 = {CORNER000, CORNER010, CORNER011, CORNER001};
    static final Vector3[] FACE3 = {CORNER101, CORNER111, CORNER110, CORNER100};
    static final Vector3[] FACE4 = {CORNER101, CORNER100, CORNER000, CORNER001};
    static final Vector3[] FACE5 = {CORNER110, CORNER111, CORNER011, CORNER010};
    static final Vector3[][] FACES = {FACE0, FACE1, FACE2, FACE3, FACE4, FACE5};

    static final Vector3 NORMAL0 = new Vector3();
    static final Vector3 NORMAL1 = new Vector3();
    static final Vector3 NORMAL2 = new Vector3();
    static final Vector3 NORMAL3 = new Vector3();
    static final Vector3 NORMAL4 = new Vector3();
    static final Vector3 NORMAL5 = new Vector3();
    static final Vector3[] NORMALS = {NORMAL0, NORMAL1, NORMAL2, NORMAL3, NORMAL4, NORMAL5};

    public Cube(float x, float y, float z, float width, float height, float depth, int index, 
        VertexAttributes vertexAttributes, float[] meshVertices){
    position.set(x,y,z);
    this.halfWidth = width/2;
    this.halfHeight = height/2;
    this.halfDepth = depth/2;
    this.index = index;


    vertexFloatSize = vertexAttributes.vertexSize/4; //4 bytes per float
    posOffset = getVertexAttribute(Usage.Position, vertexAttributes).offset/4;
    norOffset = getVertexAttribute(Usage.Normal, vertexAttributes).offset/4;

    VertexAttribute colorAttribute = getVertexAttribute(Usage.Color, vertexAttributes);
    hasColor = colorAttribute!=null;
    if (hasColor){
        colOffset = colorAttribute.offset/4;
        this.setColor(Color.WHITE, meshVertices);
    }
    transformDirty = true;
    }

    public void updateCameraDistance(Camera cam){
    camDistSquared = cam.position.dst2(position);
    }

    /**
     * Call this after moving and/or rotating.
     */
    public void update(float[] meshVertices){

    if (transformDirty){
        transformDirty = false;

        CORNER000.set(-halfWidth,-halfHeight,-halfDepth).rot(rotationTransform).add(position);
        CORNER010.set(-halfWidth,halfHeight,-halfDepth).rot(rotationTransform).add(position);
        CORNER100.set(halfWidth,-halfHeight,-halfDepth).rot(rotationTransform).add(position);
        CORNER110.set(halfWidth,halfHeight,-halfDepth).rot(rotationTransform).add(position);
        CORNER001.set(-halfWidth,-halfHeight,halfDepth).rot(rotationTransform).add(position);
        CORNER011.set(-halfWidth,halfHeight,halfDepth).rot(rotationTransform).add(position);
        CORNER101.set(halfWidth,-halfHeight,halfDepth).rot(rotationTransform).add(position);
        CORNER111.set(halfWidth,halfHeight,halfDepth).rot(rotationTransform).add(position);

        NORMAL0.set(0,0,-1).rot(rotationTransform);
        NORMAL1.set(0,0,1).rot(rotationTransform);
        NORMAL2.set(-1,0,0).rot(rotationTransform);
        NORMAL3.set(1,0,0).rot(rotationTransform);
        NORMAL4.set(0,-1,0).rot(rotationTransform);
        NORMAL5.set(0,1,0).rot(rotationTransform);

        for (int faceIndex= 0; faceIndex<6; faceIndex++){
        int baseVertexIndex = (index*24 + faceIndex*4)*vertexFloatSize;//24 unique vertices per cube, 4 unique vertices per face
        for (int cornerIndex=0; cornerIndex<4; cornerIndex++){
            int vertexIndex = baseVertexIndex + cornerIndex*vertexFloatSize + posOffset;
            meshVertices[vertexIndex] = FACES[faceIndex][cornerIndex].x;
            meshVertices[++vertexIndex] = FACES[faceIndex][cornerIndex].y;
            meshVertices[++vertexIndex] = FACES[faceIndex][cornerIndex].z;

            vertexIndex = baseVertexIndex + cornerIndex*vertexFloatSize + norOffset;
            meshVertices[vertexIndex] = NORMALS[faceIndex].x;
            meshVertices[++vertexIndex] = NORMALS[faceIndex].y;
            meshVertices[++vertexIndex] = NORMALS[faceIndex].z;
        }
        }
    }

    if (colorDirty){
        colorDirty = false;

        for (int faceIndex= 0; faceIndex<6; faceIndex++){
        int baseVertexIndex = (index*24 + faceIndex*4)*vertexFloatSize;//24 unique vertices per cube, 4 unique vertices per face
        for (int cornerIndex=0; cornerIndex<4; cornerIndex++){
            int vertexIndex = baseVertexIndex + cornerIndex*vertexFloatSize + colOffset;
            meshVertices[vertexIndex] = color.r;
            meshVertices[++vertexIndex] = color.g;
            meshVertices[++vertexIndex] = color.b;
            meshVertices[++vertexIndex] = color.a;
        }
        }
    }
    }

    public Cube setColor(Color color, float[] meshVertices){
    if (hasColor){
        this.color.set(color);
        colorDirty = true;

    }
    return this;
    }

    public void setIndex(int index){
    if (this.index != index){
        transformDirty = true;
        colorDirty = true;
        this.index = index;
    }
    }

    public Cube translate(float x, float y, float z){
    position.add(x,y,z);
    transformDirty = true;
    return this;
    }

    public Cube translateTo(float x, float y, float z){
    position.set(x,y,z);
    transformDirty = true;
    return this;
    }

    public Cube rotate(float axisX, float axisY, float axisZ, float degrees){
    rotationTransform.rotate(axisX, axisY, axisZ, degrees);
    transformDirty = true;
    return this;
    }

    public Cube rotateTo(float axisX, float axisY, float axisZ, float degrees){
    rotationTransform.idt();
    rotationTransform.rotate(axisX, axisY, axisZ, degrees);
    transformDirty = true;
    return this;
    }

    public VertexAttribute getVertexAttribute (int usage, VertexAttributes attributes) {
    int len = attributes.size();
    for (int i = 0; i < len; i++)
        if (attributes.get(i).usage == usage) return attributes.get(i);

    return null;
    }

    @Override
    public int compareTo(Cube other) {
    //the cube has a lower index than a cube that is closer to the camera
    if (camDistSquared>other.camDistSquared)
        return -1;
    return camDistSquared<other.camDistSquared ? 1 : 0;
    }
}

你可以这样排序:

for (Cube cube : mBatchedCubes){
    cube.updateCameraDistance(camera);
}
mBatchedCubes.sort();
int index = 0;
for (Cube cube : mBatchedCubes){
    cube.setIndex(index++);
}

关于java - 在 libgdx 中批处理多维数据集时出现问题,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/24724359/

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