I want to send a buffer list (to the GPU/vertex shader) which contains information about vertex position, world position, color, scale, and rotation.
If each of my 3D objects have transformation related information in a matrix, how can i pass this array of matrices (in addition to the other vertex data) to the GPU via the VBO(s) ?
Updated Please excuse any typos:
// bind & set vertices.
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAtribPointer(a_Position, 3, gl.FLOAT, false, stride, 0);
// bind & set vertex normals.
gl.bindBuffer(gl.ARRAY_BUFFER,, vertexNormalsBuffer);
gl.vertexAttribPointer(a_Normal, 3, gl.FLOAT, false, stride, 0);
// becaue i cant pass in a model matrix via VBO, im tryng to pass in my world coordinates.
gl.bindBuffer(gl.ARRAY_BUFFER, worldPositionBuffer);
// not sure why i need to do this, but most tutorials i've read says to do this.
gl.bindBuffer(gl.ARRAY_BUFFER, null);
// bind & draw index buffer.
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vertexIndexBuffer);
gl.drawElements(gl.TRIANGLES, vertexIndexCount, gl.UNSIGNED_SHORT, 0);
Note that these buffers (vertexBuffer
, vertexNormalsBuffer
, worldPostiionBuffer
, vertexIndexBuffer
) are a concatenation of all the respective 3D objects in my scene (which i was rendering one-by-one via attributes/uniforms - a naive approach which is much simpler and easier to grasp, yet horribly slow for 1000's objects).
For any values that you need to change frequently while rendering a frame, it can be more efficient to pass them into the shader as an attribute
instead of a uniform
. This also has the advantage that you can store the values in a VBO if you choose. Note that it's not required to store attributes in VBOs, they can also be specified with glVertexAttrib[1234]f()
or glVertexAttrib[1234]fv()
.
This applies to the transformation matrix like any other value passed into the shader. If it changes very frequently, you should probably make it an attribute. The only slight wrinkle in this case is that we're dealing with a matrix, and attributes have to be vectors. But that's easy to overcome. What is normally passed in as a mat4
can be represented by 3 values of type vec4
, where these 3 vectors are the column vectors of the matrix. It would of course be 4 vectors to represent a fully generic 4x4 matrix, but the 4th column in a transformation matrix is not used for any common transformation types (except for projection matrices).
If you want the transformations to be in the VBO, you set up 3 more attributes, the same way you already did for your positions and colors. The values of the attributes you store in the VBO are the column vectors of the corresponding transformation matrix.
Then in the vertex shader, you apply the transformation by calculating the dot product of the transformation attribute vectors with your input position. The code could look like this:
attribute vec4 InPosition;
attribute vec4 XTransform;
attribute vec4 YTransform;
attribute vec4 ZTransform;
main() {
vec3 eyePosition = vec3(
dot(XTransform, InPosition),
dot(YTransform, InPosition),
dot(ZTransform, InPosition));
...
}
There are other approaches to solve this problem in full OpenGL, like using Uniform Buffer Objects. But for WebGL and OpenGL ES 2.0, I think this is the best solution.
Your method is correct and in someways unavoidable. If you have 1000 different objects that are not static then you will need to (or it is best to) make 1000 draw calls. However, if your objects are static then you can merge them together as long as they use the same material.
Merging static objects is simple. You modify the vertex positions by multiplying by the model matrix in order to transform the vertices into world space. You then render the batch in a single draw call.
If you have many instances of the same object but with different model matrices (i.e. different positions, orientations or scales) then you should use instanced rendering. This will allow you to render all the instances in a single draw call.
Finally, note that draw calls are not necessarily expensive. What happens is that state changes are deferred until you issue your draw call. For example, consider the following:
gl.drawElements(gl.TRIANGLES, vertexIndexCount, gl.UNSIGNED_SHORT, 0);
gl.drawElements(gl.TRIANGLES, vertexIndexCount, gl.UNSIGNED_SHORT, 0);
The second draw call will be much less taxing on the CPU than the second (try it for yourself). This is because there are no state changes between the two draw calls. If you are just updating the model matrix uniform variable between draw calls then that shouldn't add significantly to the cost. It is possible (and recommended) to minimize state changes by sorting your objects by shader program and by material.
来源:https://stackoverflow.com/questions/24627445/how-to-include-model-matrix-to-a-vbo