OpenGL: Count Number of Triangles / Objects drawn - opengl

For an Visual Studio developed OpenGL Game, is there any possibility to count the Triangles or Objects (meshes without connection to each other) that are drawn with the help of the API? I did not find any information on that. Counting them manually seems artificially painful.

While it isn't really a hassle to do it "yourself", you could override/redirect all glDraw*() calls.
I did something similar a few years ago, where I wanted to count the amount of draw calls any given frame made (for debug builds). I implemented it by having a macro for each glDraw*(). Which looked like:
int drawCallCount = 0;
#define glDrawArrays(...) \
do { glad_glDrawArrays(__VA_ARGS__); ++drawCallCount; } while (0)
// etc glDraw*()
Then at the end of each frame I would read drawCallCount and reset it back to 0.
Note that I was/am using GLAD.
Considering glDrawArrays(GLenum mode, GLint first, GLsizei count). Then you would check if mode is GL_TRIANGLES then (count - first) / 3 would be the amount of triangles that draw call made.
+-------------------+---------------------+
| Mode | Triangles |
+-------------------+---------------------+
| GL_TRIANGLES | (count - first) / 3 |
+-------------------+---------------------+
| GL_TRIANGLE_STRIP | (count - 2 - first) |
+-------------------+---------------------+
| GL_TRIANGLE_FAN | (count - 2 - first) |
+-------------------+---------------------+

I figured it out myself, and the result is exactly the same as in blender.
The drawn objects have of course a lot of meshes. The drawn mesh vertex count stored in a simple variable which set to zero and afterwards summed up and divided by three on each render loop iteration.

Related

Bi-linear Interpolation for Radiosity

I have developed an OpenGL project using the old GL_QUADS rendering, not using Shaders.
I want to average the colours of mine radiosity solution. I have a number of patches per face. What I did:
I average the colours of the adjacent patches within a face. I got good results but still getting some mach band effect.
Ill try to explain what I did:
// ___________________
// |v3 v2|v3 v2|
// | | |
// | | |
// | 2 | 3 |
// | | |
// |v0_____v1|v0_____v1|
// |v3 v2|v3 v2|
// | | |
// | | |
// | 0 | 1 |
// | | |
// |v0_____v1|v0_____v1|
every patch has a colour. Patch 0, patch 1, patch 2 and patch 3. The vertices of that patch are the same of the patch colour. Then I change the vertices colours by averaging the colours with adjacent patches. So at first, I get the colour of patch 0 and 1, add them together then divide by 2, then I set this new colour to the vertex 1 of patch 0 and vertex 0 of patch 1.
However, I saw a paper where they get different results.
On this image, he sort of tried to explain how he got those values. But I didn't understand. He is doing something very similar from what I did, but I think he does get rid of match band effects.
I get results like this:
This is the results I get with my Radiosity rendering:
This is the results I get with my interpolation method:
It did got more smooth, but I still have huge mach band effects
I do not understand what the figure 8a is trying to accomplish, but your implementation sounds reasonable to me.
The artifacts you see are not a problem of you interpolation but due to the fact that you have a low-contrast color gradient on a flat surface.
If for example RGB color changes from (100,0,0) to (110,0,0) over 100 pixel, then every ten pixels you have change in color by 1 in the red channel. As your scene is very simple these edges extend over larger parts of the image. The human brain is very good at detecting them, so voila.
Probably the only way around would be to use a more complex scene, to use textures or to use a fragement-shader with some artificial small noise.

How to draw D3DXFont using D3DXSprite in DirectX 9 as fast as possible?

I have lots of text to draw. If I call D3DXFont::DrawText with first parameter being NULL I get terrible performance.
I heard that using D3DXFont with conjunction with D3DXSprites makes things much more faster.
How my application needs to draw strings?
It daraws every string with pseudo shadow. It means I draw each string 4 times in black:
x + 1, y + 1
x - 1, y + 1
x - 1, y - 1
x + 1, y - 1
and 1 time in actual color. It makes very nice looking always readable strings. I even switched to pixel fonts for faster rendering.
Now call that string with shadow (ShadowString).
Every frame I draw 256 (worst case scenario) of those ShadowStrings on screen.
I would like to know how to use sprites (or any other technique) to speed up drawing of those string as much as possible). Now I'm getting 30 FPS in app. But I target for 120 min. And problem is ONLY that text drawing thing.
Surely, you must profile your application before any optimizations, but truth to be told, D3DXFont/D3DXSprites and "fast" is mutually exclusive concepts. If they do not fit, just don't use them.
Use 3rd party libraries or make your own sprite/font renderer.
Recently I've answered about how to do it here: How to draw line and font without D3DX9 in DirectX 9?
Also, Google for "sprite font", "sprite batching", "texture atlases", "TTF rendering". It is not very difficult if you are familiar with API (notably vertex buffers and texturing), and there are plenty of examples on web. Don't hesitate to look for D3D11 or OpenGL examples, principles are the same.

OpenGL glut glTranslate glRotate glScale matrices

i'm looking for an explanation (or an image) of the matrix and how it changes when putting translate, rotate and scale on it... (one cell with sin(angle), and another cell with x coord of translate)
For now, ignore translation, it's a slightly trickier concept than rotation and scale.
The way to think about this is that each matrix defines a change in the basis vectors. Given a standard co-ordinate system, your basis vectors are (1,0,0), (0,1,0) and (0,0,1). For now, I'm just going to assume a 2D system, as the concepts carry through, but it's less work.
I'm also assuming column-major. I can't remember if OpenGL actually uses this though, so check this first, and optionally transpose the matrices if needed.
The basis vectors, as defined before, can be put in matrix form. This simply puts each vector as a column in the matrix. Therefore, to transform from the basis vectors to the basis vectors (i.e. no change), we would use the following matrix. This is also called the "identity matrix", since it doesn't do anything to its input (similar to how *1 is the identity of multiplication).
2D 3D
(1 0) (1 0 0)
(0 1) (0 1 0)
(0 0 1)
I've included the 3D version for completeness sake, but that's as far as I'll be taking 3D.
A scale matrix can be seen as "stretching" the axes. If the axes are twice as large, the intervals on them will be twice as far apart, thus, the contents will be larger. Take this as an example
(2 0)
(0 2)
This will change the basis vectors from (1, 0) and (0, 1) to (2, 0) and (0, 2), thus making the whole shape represented twice as large. Diagrammatically, see below.
Before After
6| 3|
5| |
4| 2|-------|
3| | |
2|--| 1| |
1|__|___________ |_______|______
0 1 2 3 4 5 6 7 0 1 2 3
The same then happens for rotation, although instead, we sue different values, the values for a rotation matrix are as follows:
(cos(x) -sin(x))
(sin(x) cos(x))
This will effectively rotate each axis around the angle x. To really make sense of this, brush up on your trig and assume each column is a new basis vector ;).
Now, translation is a little trickier. For this, we add an extra column at the end of the matrix, which for all other operations just has a 1 on the last row (i.e. it is an identity, of forms). For translation, we fill this in as follows:
(1 0 x)
(0 1 y)
(0 0 1)
This is 3D in a form, but not in the form you will be used to. You can model this as moving the Z basis co-ordinate (and remember, we're working in 2D here!), assuming your model exists at Z=1. This effectively skews the shape, but again, as we're working in 2D, it is flattened so we don't percieve the third dimension. If we were working in 3D here, this would actually be the fourth dimension, as can be seen here:
(1 0 0 x)
(0 1 0 y)
(0 0 1 z)
(0 0 0 1)
Again, the "fourth dimension" isn't seen, but we instead move along it and flatten. It's easier to get your head around it in 2D space first, then try and extrapolate. In 3D space, this fourth dimension vector is called w, so your models implicitly lie at w=1.
Hope this helps!
EDIT: As an aside, this page is what helped me to understand translation matrices. It has some decent diagrams, so hopefully it will be more helpful:
http://www.blancmange.info/notes/maths/vectors/homo/

what is the most efficient way of moving multiple objects (stored in VBO) in space? should I use glTranslatef or a shader?

I'm trying to get the hang of moving objects (in general) and line strips (in particular) most efficiently in opengl and therefore I'm writing an application where multiple line segments are traveling with a constant speed from right to left. At every time point the left most point will be removed, the entire line will be shifted to the left, and a new point will be added at the very right of the line (this new data point is streamed / received / calculated on the fly, every 10ms or so). To illustrate what I mean, see this image:
Because I want to work with many objects, I decided to use vertex buffer objects in order to minimize the amount of gl* calls. My current code looks something like this:
A) setup initial vertices:
# calculate my_func(x) in range [0, n]
# (could also be random data)
data = my_func(0, n)
# create & bind buffer
vbo_id = GLuint()
glGenBuffers(1, vbo_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id)
# allocate memory & transfer data to GPU
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_DYNAMIC_DRAW)
B) update vertices:
draw():
# get new data and update offset
data = my_func(n+dx, n+2*dx)
# update offset 'n' which is the current absolute value of x.
n = n + 2*dx
# upload data
glBindBuffer(GL_ARRAY_BUFFER, vbo_id)
glBufferSubData(GL_ARRAY_BUFFER, n, sizeof(data), data)
# translate scene so it looks like line strip has moved to the left.
glTranslatef(-local_shift, 0.0, 0.0)
# draw all points from offset
glVertexPointer(2, GL_FLOAT, 0, n)
glDrawArrays(GL_LINE_STRIP, 0, points_per_vbo)
where my_func would do something like this:
my_func(start_x, end_x):
# generate the correct x locations.
x_values = range(start_x, end_x, STEP_SIZE)
# generate the y values. We could be getting these values from a sensor.
y_values = []
for j in x_values:
y_values.append(random())
data = []
for i, j in zip(x_values, y_values):
data.extend([i, j])
return data
This works just fine, however if I have let's say 20 of those line strips that span the entire screen, then things slow down considerably.
Therefore my questions:
1) should I use glMapBuffer to bind the buffer on the GPU and fill the data directly (instead of using glBufferSubData)? Or will this make no difference performance wise?
2) should I use a shader for moving objects (here line strip) instead of calling glTranslatef? If so, how would such a shader look like? (I suspect that a shader is the wrong way to go, since my line strip is NOT a period function but rather contains random data).
3) what happens if the window get's resized? how do I keep aspect ratio and scale vertices accordingly? glViewport() only helps scaling in y direction, not in x direction. If the window is rescaled in x-direction, then in my current implementation I would have to recalculate the position of the entire line strip (calling my_func to get the new x coordinates) and upload it to the GPU. I guess this could be done more elegantly? How would I do that?
4) I noticed that when I use glTranslatef with a non integral value, the screen starts to flicker if the line strip consists of thousands of points. This is most probably because the fine resolution that I use to calculate the line strip does not match the pixel resolution of the screen and therefore sometimes some points appear in front and sometimes behind other points (this is particularly annoying when you don't render a sine wave but some 'random' data). How can I prevent this from happening (besides the obvious solution of translating by a integer multiple of 1 pixel)? If a window get re-sized from let's say originally 800x800 pixels to 100x100 pixels and I still want to visualize a line strip of 20 seconds, then shifting in x direction must work flicker free somehow with sub pixel precision, right?
5) as you can see I always call glTranslatef(-local_shift, 0.0, 0.0) - without ever doing the opposite. Therefore I keep shifting the entire view to the right. And that's why I need to keep track of the absolute x position (in order to place new data at the correct location). This problem will eventually lead to an artifact, where the line is overlapping with the edges of the window. I guess there must be a better way for doing this, right? Like keeping the x values fixed and just moving & updating the y values?
EDIT I've removed the sine wave example and replaced it with a better example. My question is generally about how to move line strips in space most efficiently (while adding new values to them). Therefore any suggestions like "precompute the values for t -> infinity" don't help here (I could also just be drawing the current temperature measured in front of my house).
EDIT2
Consider this toy example where after each time step, the first point is removed and a new one is added to the end:
t = 0
*
* * *
* **** *
1234567890
t = 1
*
* * * *
**** *
2345678901
t = 2
* *
* * *
**** *
3456789012
I don't think I can use a shader here, can I?
EDIT 3: example with two line strips.
EDIT 4: based on Tim's answer I'm using now the following code, which works nicely, but breaks the line into two (since I have two calls of glDrawArrays), see also the following two screenshots.
# calculate the difference
diff_first = x[1] - x[0]
''' first part of the line '''
# push the matrix
glPushMatrix()
move_to = -(diff_first * c)
print 'going to %d ' % (move_to)
glTranslatef(move_to, 0, 0)
# format of glVertexPointer: nbr points per vertex, data type, stride, byte offset
# calculate the offset into the Vertex
offset_bytes = c * BYTES_PER_POINT
stride = 0
glVertexPointer(2, GL_FLOAT, stride, offset_bytes)
# format of glDrawArrays: mode, Specifies the starting index in the enabled arrays, nbr of points
nbr_points_to_render = (nbr_points - c)
starting_point_in_above_selected_Vertex = 0
glDrawArrays(GL_POINTS, starting_point_in_above_selected_Vertex, nbr_points_to_render)
# pop the matrix
glPopMatrix()
''' second part of the line '''
# push the matrix
glPushMatrix()
move_to = (nbr_points - c) * diff_first
print 'moving to %d ' %(move_to)
glTranslatef(move_to, 0, 0)
# select the vertex
offset_bytes = 0
stride = 0
glVertexPointer(2, GL_FLOAT, stride, offset_bytes)
# draw the line
nbr_points_to_render = c
starting_point_in_above_selected_Vertex = 0
glDrawArrays(GL_POINTS, starting_point_in_above_selected_Vertex, nbr_points_to_render)
# pop the matrix
glPopMatrix()
# update counter
c += 1
if c == nbr_points:
c = 0
EDIT5 the resulting solution must obviously render one line across the screen - and no two lines that are missing a connection. The circular buffer solution by Tim provides a solution on how to move the plot, but I end up with two lines, instead of one.
Here's my thoughts to the revised question:
1) should I use glMapBuffer to bind the buffer on the GPU and fill the
data directly (instead of using glBufferSubData)? Or will this make no
difference performance wise?
I'm not aware that there is any significant performance between the two, though I would probably prefer glBufferSubData.
What I might suggest in your case is to create a VBO with N floats, and then use it similar to a circular buffer. Keep an index locally to where the 'end' of the buffer is, then every update replace the value under 'end' with the new value, and increment the pointer. This way you only have to update a single float each cycle.
Having done that, you can draw this buffer using 2x translates and 2x glDrawArrays/Elements:
Imagine that you've got an array of 10 elements, and the buffer end pointer is at element 4. Your array will contain the following 10 values, where x is a constant value, and f(n-d) is the random sample from d cycles ago:
0: (0, f(n-4) )
1: (1, f(n-3) )
2: (2, f(n-2) )
3: (3, f(n-1) )
4: (4, f(n) ) <-- end of buffer
5: (5, f(n-9) ) <-- start of buffer
6: (6, f(n-8) )
7: (7, f(n-7) )
8: (8, f(n-6) )
9: (9, f(n-5) )
To draw this (pseudo-guess code, might not be exactly correct):
glTranslatef( -end, 0, 0);
glDrawArrays( LINE_STRIP, end+1, (10-end)); //draw elems 5-9 shifted left by 4
glPopMatrix();
glTranslatef( end+1, 0, 0);
glDrawArrays(LINE_STRIP, 0, end); // draw elems 0-4 shifted right by 5
Then in the next cycle, replace the oldest value with the new random value,and shift the circular buffer pointer forward.
2) should I use a shader for moving objects (here line strip) instead
of calling glTranslatef? If so, how would such a shader look like? (I
suspect that a shader is the wrong way to go, since my line strip is
NOT a period function but rather contains random data).
Probably optional, if you use the method that I've described in #1. There's not a particular advantage to using one here.
3) what happens if the window get's resized? how do I keep aspect
ratio and scale vertices accordingly? glViewport() only helps scaling
in y direction, not in x direction. If the window is rescaled in
x-direction, then in my current implementation I would have to
recalculate the position of the entire line strip (calling my_func to
get the new x coordinates) and upload it to the GPU. I guess this
could be done more elegantly? How would I do that?
You shouldn't have to recalculate any data. Just define all your data in some fixed coordinate system that makes sense to you, and then use projection matrix to map this range to the window. Without more specifics its hard to answer.
4) I noticed that when I use glTranslatef with a non integral value,
the screen starts to flicker if the line strip consists of thousands
of points. This is most probably because the fine resolution that I
use to calculate the line strip does not match the pixel resolution of
the screen and therefore sometimes some points appear in front and
sometimes behind other points (this is particularly annoying when you
don't render a sine wave but some 'random' data). How can I prevent
this from happening (besides the obvious solution of translating by a
integer multiple of 1 pixel)? If a window get re-sized from let's say
originally 800x800 pixels to 100x100 pixels and I still want to
visualize a line strip of 20 seconds, then shifting in x direction
must work flicker free somehow with sub pixel precision, right?
Your assumption seems correct. I think the thing to do here would either to enable some kind of antialiasing (you can read other posts for how to do that), or make the lines wider.
There are a number of things that could be at work here.
glBindBuffer is one of the slowest OpenGL operations (along with similar call for shaders, textures, etc.)
glTranslate adjusts the modelview matrix, which the vertex unit multiplies all points by. So, it simply changes what matrix you multiply by. If you were to instead use a vertex shader, then you'd have to translate it for each vertex individually. In short: glTranslate is faster. In practice, this shouldn't matter too much, though.
If you're recalculating the sine function on a lot of points every time you draw, you're going to have performance issues (especially since, by looking at your source, it looks like you might be using Python).
You're updating your VBO every time you draw it, so it's not any faster than a vertex array. Vertex arrays are faster than intermediate mode (glVertex, etc.) but nowhere near as fast as display lists or static VBOs.
There could be coding errors or redundant calls somewhere.
My verdict:
You're calculating a sine wave and an offset on the CPU. I strongly suspect that most of your overhead comes from calculating and uploading different data every time you draw it. This is coupled with unnecessary OpenGL calls and possibly unnecessary local calls.
My recommendation:
This is an opportunity for the GPU to shine. Calculating function values on parallel data is (literally) what the GPU does best.
I suggest you make a display list representing your function, but set all the y-coordinates to 0 (so it's a series of points all along the line y=0). Then, draw this exact same display list once for every sine wave you want to draw. Ordinarily, this would just produce a flat graph, but, you write a vertex shader that transforms the points vertically into your sine wave. The shader takes a uniform for the sine wave's offset ("sin(x-offset)"), and just changes each vertex's y.
I estimate this will make your code at least ten times faster. Furthermore, because the vertices' x coordinates are all at integral points (the shader does the "translation" in the function's space by computing "sin(x-offset)"), you won't experience jittering when offsetting with floating point values.
You've got a lot here, so I'll cover what I can. Hopefully this will give you some areas to research.
1) should I use glMapBuffer to bind the buffer on the GPU and fill the data directly (instead of using glBufferSubData)? Or will this make no difference performance wise?
I would expect glBufferSubData to have better performance. If the data is stored on the GPU then mapping it will either
Copy the data back into host memory so you can modify it, and the copy it back when you unmap it.
or, give you a pointer to the GPU's memory directly which the CPU will access over PCI-Express. This isn't anywhere near as slow as it used to be to access GPU memory when we were on AGP or PCI, but it's still slower and not as well cached, etc, as host memory.
glSubBufferData will send the update of the buffer to the GPU and it will modify the buffer. No copying the back and fore. All data transferred in one burst. It should be able to do it as an asynchronous update of the buffer as well.
Once you get into "is this faster than that?" type comparisons you need to start measuring how long things take. A simple frame timer is normally sufficient (but report time per frame, not frames per second - it makes numbers easier to compare). If you go finer-grained than that, just be aware that because of the asynchronous nature of OpenGL, you often see time being consumed away from the call that caused the work. This is because after you give the GPU a load of work, it's only when you have to wait for it to finish something that you notice how long it's taking. That normally only happens when you're waiting for front/back buffers to swap.
2) should I use a shader for moving objects (here line strip) instead of calling glTranslatef? If so, how would such a shader look like?
No difference. glTranslate modifies a matrix (normally the Model-View) which is then applied to all vertices. If you have a shader you'd apply a translation matrix to all your vertices. In fact the driver is probably building a small shader for you already.
Be aware that the older APIs like glTranslate() are depreciated from OpenGL 3.0 onwards, and in modern OpenGL everything is done with shaders.
3) what happens if the window get's resized? how do I keep aspect ratio and scale vertices accordingly? glViewport() only helps scaling in y direction, not in x direction.
glViewport() sets the size and shape of the screen area that is rendered to. Quite often it's called on window resizing to set the viewport to the size and shape of the window. Doing just this will cause any image rendered by OpenGL to change aspect ratio with the window. To keep things looking the same you also have to control the projection matrix to counteract the effect of changing the viewport.
Something along the lines of:
glViewport(0,0, width, height);
glMatrixMode(GL_PROJECTION_MATRIX);
glLoadIdentity();
glScale2f(1.0f, width / height); // Keeps X scale the same, but scales Y to compensate for aspect ratio
That's written from memory, and I might not have the maths right, but hopefully you get the idea.
4) I noticed that when I use glTranslatef with a non integral value, the screen starts to flicker if the line strip consists of thousands of points.
I think you're seeing a form of aliasing which is due to the lines moving under the sampling grid of the pixels. There are various anti-aliasing techniques you can use to reduce the problem. OpenGL has anti-aliased lines (glEnable(GL_SMOOTH_LINE)), but a lot of consumer cards didn't support it, or only did it in software. You can try it, but you may get no effect or run very slowly.
Alternatively you can look into Multi-sample anti-aliasing (MSAA), or other types that your card may support through extensions.
Another option is rendering to a high resolution texture (via Frame Buffer Objects - FBOs) and then filtering it down when you render it to the screen as a textured quad. This would also allow you to do a trick where you move the rendered texture slightly to the left each time, and rendered the new strip on the right each frame.
1 1
1 1 1 Frame 1
11
1
1 1 1 Frame 1 is copied left, and a new line segment is added to make frame 2
11 2
1
1 1 3 Frame 2 is copied left, and a new line segment is added to make frame 3
11 2
It's not a simple change, but it might help you out with your problem (5).

Importing 3ds Max OBJ using C++

I have created a an OBJ loader that can import .OBJ files that were exported from 3DS Max into my simple OpenGL viewer / app. At the heart of this was a Vector3.h written with the help of some tutorials.
It worked great on a couple models I used, but the one I want to work with has something different that wasn't accounted for. It has 4 points in its vertices instead of 3. Here is a sample of a line I am working with:
g Box02
usemtl Wood_Bark
s 4
f 1/1/1 2/2/1 3/3/1 4/4/2
f 4/1/3 3/2/3 5/3/3
The first 'f' line has 4 vertices I am interested in. My Vertex3.h takes X, Y, Z. In the other models I had, all lines were like the second 'f' line, with only 3 elements. I am getting a vertex out of range, so when I went to check where it was happening, I saw it was on this line, so I assumed because there is more data on the line that can be handled. Here is the entire Vertex3.h
http://pastebin.com/dgGSBSFe
And this is the line of code that fails. vertices is a Vector3.
tempVertices.push_back ( vertices[--vertex] );
My question is, what is the 4th point? How would you account for that in something like my Vector3.h file? Seems like I need to create a Vector4.h, and ignore the 4th var if there is only 3 on the line. But I would like to know more about what I am dealing with, and any tips on how to do it. Is the 4th element an alpha or something? How should it be used, or should it be used at all in my calculations in Vector3.h?
A face with four points is called a quad. Usually if you want to render it you should break it up into two triangles.
So for example, you have this:
___
| |
| |
|___|
You need to turn it into this:
___
|\ |
| \ |
|__\|
Assuming the vertices go counter-clockwise (the default in OpenGL), starting from the upper left, you could make two triangles. The first triangle's vertices would be the quad's first, second, and third vertices. The second triangle's vertices would be the quad's third, fourth, and first vertices.
Why don't you export as triangles only? Convert to EMesh in 3ds max, make all edges visible, export. Or simply use the appropriate OBJ export option.