|
|
|
|
Improving performance by using VertexBuffers and IndexBuffers |
Your terrain is fully working, Each frame again, all vertices and indices are being sent over to our graphics card. This means each frame we are sending over exactly the same data. Obviously, this should be optimized.
We want to send the data over to the graphics card only once, after which the graphics card should store it in it’s own superfast memory. This can be done by storing our vertices in a VertexBuffer, and our indices in an IndexBuffer.
Recipes 5-4 and 5-5 give explain these buffers in a lot more detail.
Start by declaring these 2 variables at the top of your code:
VertexBuffer myVertexBuffer; IndexBuffer myIndexBuffer;
We will initialize and fill the VertexBuffer and IndexBuffer in a new method, CopyToBuffers. This code does the trick for the VertexBuffer:
private void CopyToBuffers() { myVertexBuffer = new VertexBuffer(device, vertices.Length * VertexPositionNormalColored.SizeInBytes, BufferUsage.WriteOnly); myVertexBuffer.SetData(vertices); }
The first line creates the VertexBuffer, which comes down to allocating a piece of memory on the graphics card that is large enough to store all our vertices. Therefore, you need to specify how many bytes we need. This is found by multiplying the number of vertices by the number of bytes occupied by one vertex.
The second line copies the data from our local vertices array into the memory on our graphics card.
We need to do the same for our indices, so put this code at the end of the method:
myIndexBuffer = new IndexBuffer(device, typeof(int), indices.Length, BufferUsage.WriteOnly); myIndexBuffer.SetData(indices);
To find out how many bytes to allocate, we pass in the type of each index as well as how many of them we want to store. The second line copies the indices over to the graphics card.
Don’t forget to call this method from within our LoadContent method:
CopyToBuffers();
With that being done, you only need to instruct your graphics card to render from its own memory using the DrawIndexedPrimitive method instead of the DrawUserIndexedPrimitive method. Before our call this method, we need to let your graphics card know it should read from the buffers stored in its own memory:
device.VertexDeclaration = myVertexDeclaration; device.Indices = myIndexBuffer; device.Vertices[0].SetSource(myVertexBuffer, 0, VertexPositionNormalColored.SizeInBytes); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, indices.Length / 3);
We indicate where the graphics card should get its indices and vertices from and render the triangles.
Running this code will give you the same result as in last chapter, but this time there is no traffic to your graphics card!

Click here to go to the forum on this chapter!
You can try these exercises to practice what you've learned:
In this code, we’re still keeping the vertices and indices arrays as global variables, only because we need to know their lengths in the DrawIndexesPrimitives call. So if you remember their lengths you can get rid of them and free some memore.
The final code:
using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; namespace XNAtutorial { public class Game1 : Microsoft.Xna.Framework.Game { public struct VertexPositionNormalColored { public Vector3 Position; public Color Color; public Vector3 Normal; public static int SizeInBytes = 7 * 4; public static VertexElement[] VertexElements = new VertexElement[] { new VertexElement( 0, 0, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Position, 0 ), new VertexElement( 0, sizeof(float) * 3, VertexElementFormat.Color, VertexElementMethod.Default, VertexElementUsage.Color, 0 ), new VertexElement( 0, sizeof(float) * 4, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Normal, 0 ), }; } GraphicsDeviceManager graphics; SpriteBatch spriteBatch; GraphicsDevice device; Effect effect; VertexPositionNormalColored[] vertices;
VertexBuffer myVertexBuffer;
VertexDeclaration myVertexDeclaration; int[] indices;
IndexBuffer myIndexBuffer;
Matrix viewMatrix; Matrix projectionMatrix; private int terrainWidth; private int terrainHeight; private float[,] heightData; float angle = 0; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { graphics.PreferredBackBufferWidth = 500; graphics.PreferredBackBufferHeight = 500; graphics.IsFullScreen = false; graphics.ApplyChanges(); Window.Title = "Riemer's XNA Tutorials -- Series 1"; base.Initialize(); } protected override void LoadContent() { device = graphics.GraphicsDevice; spriteBatch = new SpriteBatch(GraphicsDevice);
effect = Content.Load<Effect>
("effects");
Texture2D heightMap = Content.Load<Texture2D>
("heightmap"); LoadHeightData(heightMap);
SetUpIndices(); SetUpVertices(); SetUpCamera(); CalculateNormals();
CopyToBuffers();
} private void SetUpVertices() { float minHeight = float.MaxValue; float maxHeight = float.MinValue; for (int x = 0; x < terrainWidth; x++) { for (int y = 0; y < terrainHeight; y++) { if (heightData[x, y] < minHeight) minHeight = heightData[x, y]; if (heightData[x, y] > maxHeight) maxHeight = heightData[x, y]; } } vertices = new VertexPositionNormalColored[terrainWidth * terrainHeight]; for (int x = 0; x < terrainWidth; x++) { for (int y = 0; y < terrainHeight; y++) { vertices[x + y * terrainWidth].Position = new Vector3(x, heightData[x, y], -y); if (heightData[x, y] < minHeight + (maxHeight - minHeight) / 4) vertices[x + y * terrainWidth].Color = Color.Blue; else if (heightData[x, y] < minHeight + (maxHeight - minHeight) * 2 / 4) vertices[x + y * terrainWidth].Color = Color.Green; else if (heightData[x, y] < minHeight + (maxHeight - minHeight) * 3 / 4) vertices[x + y * terrainWidth].Color = Color.Brown; else vertices[x + y * terrainWidth].Color = Color.White; } } myVertexDeclaration = new VertexDeclaration(device, VertexPositionNormalColored.VertexElements); } private void SetUpIndices() { indices = new int[(terrainWidth - 1) * (terrainHeight - 1) * 6]; int counter = 0; for (int y = 0; y < terrainHeight - 1; y++) { for (int x = 0; x < terrainWidth - 1; x++) { int lowerLeft = x + y*terrainWidth; int lowerRight = (x + 1) + y*terrainWidth; int topLeft = x + (y + 1) * terrainWidth; int topRight = (x + 1) + (y + 1) * terrainWidth; indices[counter++] = topLeft; indices[counter++] = lowerRight; indices[counter++] = lowerLeft; indices[counter++] = topLeft; indices[counter++] = topRight; indices[counter++] = lowerRight; } } } private void CalculateNormals() { for (int i = 0; i < vertices.Length; i++) vertices[i].Normal = new Vector3(0, 0, 0); for (int i = 0; i < indices.Length / 3; i++) { int index1 = indices[i * 3]; int index2 = indices[i * 3 + 1]; int index3 = indices[i * 3 + 2]; Vector3 side1 = vertices[index1].Position - vertices[index3].Position; Vector3 side2 = vertices[index1].Position - vertices[index2].Position; Vector3 normal = Vector3.Cross(side1, side2); vertices[index1].Normal += normal; vertices[index2].Normal += normal; vertices[index3].Normal += normal; } for (int i = 0; i < vertices.Length; i++) vertices[i].Normal.Normalize(); }
private void CopyToBuffers() { myVertexBuffer = new VertexBuffer(device, vertices.Length * VertexPositionNormalColored.SizeInBytes, BufferUsage.WriteOnly); myVertexBuffer.SetData(vertices); myIndexBuffer = new IndexBuffer(device, typeof(int), indices.Length, BufferUsage.WriteOnly); myIndexBuffer.SetData(indices); }
private void SetUpCamera() { viewMatrix = Matrix.CreateLookAt(new Vector3(0, 100, 100), new Vector3(0, 0, 0), new Vector3(0, 1, 0)); projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 1.0f, 300.0f); } private void LoadHeightData(Texture2D heightMap) { terrainWidth = heightMap.Width; terrainHeight = heightMap.Height; Color[] heightMapColors = new Color[terrainWidth * terrainHeight]; heightMap.GetData(heightMapColors); heightData = new float[terrainWidth, terrainHeight]; for (int x = 0; x < terrainWidth; x++) for (int y = 0; y < terrainHeight; y++) heightData[x, y] = heightMapColors[x + y * terrainWidth].R / 5.0f; } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Delete)) angle += 0.05f; if (keyState.IsKeyDown(Keys.PageDown)) angle -= 0.05f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0); device.RenderState.CullMode = CullMode.None; Matrix worldMatrix = Matrix.CreateTranslation(-terrainWidth / 2.0f, 0, terrainHeight / 2.0f) * Matrix.CreateRotationY(angle); effect.CurrentTechnique = effect.Techniques["Colored"]; effect.Parameters["xView"].SetValue(viewMatrix); effect.Parameters["xProjection"].SetValue(projectionMatrix); effect.Parameters["xWorld"].SetValue(worldMatrix); effect.Parameters["xEnableLighting"].SetValue(true); Vector3 lightDirection = new Vector3(1.0f, -1.0f, -1.0f); lightDirection.Normalize(); effect.Parameters["xLightDirection"].SetValue(lightDirection); effect.Parameters["xAmbient"].SetValue(0.1f); effect.Begin(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); device.VertexDeclaration = myVertexDeclaration;
device.Indices = myIndexBuffer; device.Vertices[0].SetSource(myVertexBuffer, 0, VertexPositionNormalColored.SizeInBytes); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, indices.Length / 3);
pass.End(); } effect.End(); base.Draw(gameTime); } } }
- Website design & XNA + DirectX code : Riemer Grootjans - ©2003 - 2008 Riemer Grootjans
|
|
|
|
|