Home › Forums › Games202-高质量实时渲染 › [作业1]关于CPU和GPU同步问题
- This topic has 3 replies, 4 voices, and was last updated 3 years, 8 months ago by DCXC.
-
AuthorPosts
-
-
FrankParticipant
可能不在大家关心的话题之内,这个问题不涉及到具体的硬/软阴影实现。
我比较好奇的是phongMaterial的渲染需要shadowMap这个unifor matrix input。那么在2 pass rendering里面,就必须保证两个渲染顺序,更严格地讲,除非shadow map渲染结束,否则phoneMaterial GPU渲染不得开始。这个在代码里是如何体现的呢?
两个可能性: 第一个在 threeJS里;
第二个是在loadOBJ这个promises:material.then((data) => { let meshRender = new MeshRender(renderer.gl, mesh, data) renderer.addMeshRender(meshRender); }); shadowMaterial.then((data) => { let shadowMeshRender = new MeshRender(renderer.gl, mesh, data); renderer.addShadowMeshRender(shadowMeshRender); });
但是这是在load obj时的,假如这是正确的那就是每一帧都重新load mesh这件事显得太过蹊跷了…….
总之希望有解答
-
我觉得渲染顺序就是在WebGLRenderer.js的render()函数里确定的,先渲染shadow pass然后渲染camera pass。GPU上commands的执行顺序是由submit的顺序决定的,所以如果CPU先submit shadow pass的draw call再submit camera pass的draw call,那么GPU也会先shadow再camera,而不是同时进行。OpenGL也有一些强制同步的命令比如glFinish()和glFlush(),不过在这种情况下并不需要。不知道我有没有理解对你的问题…
stackoverflow上类似问题的解答:https://stackoverflow.com/questions/20696150/execution-sequence-for-opengl-commands
还有一些opengl wiki上关于synchronization的参考资料:https://www.khronos.org/opengl/wiki/Synchronization-
我也认为是在render函数中确定的,渲染的目标framebuffer是在material中确定的。shadow pass用的材质是渲染到light.fbo,camera pass则是直接渲染到屏幕
-
-
DCXCParticipant
框架封装的WebGLRenderer里面写得很清楚,是先draw light, 再Shadow pass,最后Camera pass。
render() { const gl = this.gl; gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque gl.clearDepth(1.0); // Clear everything gl.enable(gl.DEPTH_TEST); // Enable depth testing gl.depthFunc(gl.LEQUAL); // Near things obscure far things console.assert(this.lights.length != 0, "No light"); console.assert(this.lights.length == 1, "Multiple lights"); for (let l = 0; l < this.lights.length; l++) { // Draw light // TODO: Support all kinds of transform this.lights[l].meshRender.mesh.transform.translate = this.lights[l].entity.lightPos; this.lights[l].meshRender.draw(this.camera); // Shadow pass if (this.lights[l].entity.hasShadowMap == true) { for (let i = 0; i < this.shadowMeshes.length; i++) { this.shadowMeshes[i].draw(this.camera); } } // Camera pass for (let i = 0; i < this.meshes.length; i++) { this.gl.useProgram(this.meshes[i].shader.program.glShaderProgram); this.gl.uniform3fv(this.meshes[i].shader.program.uniforms.uLightPos, this.lights[l].entity.lightPos); this.meshes[i].draw(this.camera); } } }
-
-
AuthorPosts
- You must be logged in to reply to this topic.