• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
uselessChiP

OpenGL
My opengl program is really slow, what's the problem?

8 posts in this topic

Hi, i'm a beginner with opengl, now i'm trying to load in my program few 3d models and to use some shaders but the problem is that is all already too slow.

I'm loading 2 models, one of them has 39282 vertices and 69451 faces, i know it's much but i thought having only 2 models would not have been problem.

It takes a lot for loading the models and then I have an average of 13 fps (i know fps are not so accurate but for now I think for me are enough) in the scene.

This is my scene:

OuTYyO5.jpg

 

When I load the models, i use assimp for copying the vertices, normals, uvs and faces in some std::vectors (the ones of my model class), i create the vbos and vao for them and i store the model information in another vector inside my scene object, then when i draw the scene, i scan all the models i have and and use this code for drawing:

(note: this is the code in my renderer class so in the upper section i have the vbo and vao set up i talked about earlier and in the lower the drawing section.)

#include "renderer.h"
#include <math.h>

Renderer::Renderer(Mesh* mesh, Material* material) :
	vao(0),
	vertexBuffer(0),
	uvBuffer(0),
	_mesh(mesh),
	_material(material)
{
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	//indexBuffer
	glGenBuffers(1, &indexBuffer);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh->faces().size() * sizeof(unsigned int), &mesh->faces()[0], GL_STATIC_DRAW);

	//vertexbuffer
	glGenBuffers(1, &vertexBuffer);
	glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
	glBufferData(GL_ARRAY_BUFFER, mesh->numVertices() * sizeof(glm::vec3), &mesh->vertices()[0], GL_STATIC_DRAW);
	
	glEnableVertexAttribArray(0);

	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	/*
	//uvbuffer
	glGenBuffers(1, &uvBuffer);
	glBindBuffer(GL_ARRAY_BUFFER, uvBuffer);
	glBufferData(GL_ARRAY_BUFFER, mesh->uvs().size() * sizeof(glm::vec2), &mesh->uvs()[0], GL_STATIC_DRAW);
	
	glEnableVertexAttribArray(1);
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_TRUE, 0, 0);
	*/
	//normalbuffer

	glGenBuffers(1, &normalBuffer);
	glBindBuffer(GL_ARRAY_BUFFER, normalBuffer);
	glBufferData(GL_ARRAY_BUFFER, mesh->normals().size() * sizeof(glm::vec3), &mesh->normals()[0], GL_STATIC_DRAW);

	glEnableVertexAttribArray(2);
	glVertexAttribPointer(2, 3, GL_FLOAT, GL_TRUE, 0, 0);

	glBindVertexArray(0);
}



void Renderer::draw(Camera* camera,  glm::mat4 model, Light* light) {
	_material->shader()->use();
	
	_material->shader()->setUniform("camera", camera->matrix());
	_material->shader()->setUniform("model", model);
	//_material->shader()->setUniform("view", camera->view());
	
//	_material->shader()->setUniform("tex", 0); //to use GL_TEXTURE0
	_material->shader()->setUniform("roughness", _material->roughness());
	float Ks = ((_material->roughness()+8)/(8*3.141592));
	_material->shader()->setUniform("Kd", _material->color() / 3.141592f);
	_material->shader()->setUniform("Ks", _material->specularColor() * Ks);

	_material->shader()->setUniform("lightPos", light->_position);
	_material->shader()->setUniform("intensity", light->_intensity * light->_color);
	//_material->shader()->setUniform("light.attenuation", light->_attenuation);
	//_material->shader()->setUniform("light.ambientCoefficient", light->_ambientCoefficient);
	
	_material->shader()->setUniform("cameraPos", camera->position());
	/*
	
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, _material->texture()->getID());
	*/
	//Bind vao and draw
	glBindVertexArray(vao);
	//glDrawArrays(GL_TRIANGLES, 0, _mesh->numVertices());
	glDrawElements(GL_TRIANGLES, _mesh->faces().size(), GL_UNSIGNED_INT, 0);

	glBindVertexArray(0);
	glBindTexture(GL_TEXTURE_2D, 0);

	_material->shader()->stopUsing();
}

(some of the code is commented because i'm doing some tests)

 

It's my rendering code bad? Can you say me what's the problem, why is everything so slow?


Thanks in advance for the help

 

 

0

Share this post


Link to post
Share on other sites

Just going on whats been posted its difficult to tell (what hardware is it running on?), but two areas I would look at, 1 try using unsigned short for the index type if possible. 2, your shaders are being set by string, not sure how thats done, is it doing a lookup every frame? are you using the string to get the uniform index every frame? if so, try getting the uniform location once, when the shader loads and links.

0

Share this post


Link to post
Share on other sites

I think the hardware it's fast enough, i have an amd hd 7950 gpu and a intel i5 3570k cpu both overclocked.

1) thanks for the advice, i will use unsigned short for the indices, in this test my model has more faces than the maximum unsigned short supported but i think i will have lighter models so it should work.

2) the drawing method is called one time per frame per model in the scene,

the shader-> use() is as follows:


void Program::use() const {
	glUseProgram(_ID);
}

 

 

where ID is a GLuint representing the shader compiled and linked.

 

This is how the setUniform() works:

GLint Program::uniform(const GLchar* uniformName) const {
	if(!uniformName)
		throw std::runtime_error("uniformName is NULL");

	GLint uniform = glGetUniformLocation(_ID, uniformName);
	if(uniform == -1)
		throw std::runtime_error(std::string("Program uniform not found: ") + uniformName);

	return uniform;
}

void Program::setUniform(const GLchar* uniformName, GLint v0) {
	assert(isInUse());
	glUniform1i(uniform(uniformName), v0);
}

void Program::setUniform(const GLchar* uniformName, const glm::mat4& m) {
	assert(isInUse());
	glUniformMatrix4fv(uniform(uniformName), 1, GL_FALSE, glm::value_ptr(m));
}

void Program::setUniform(const GLchar* uniformName, const glm::vec3& v) {
	assert(isInUse());
	glUniform3fv(uniform(uniformName), 1, glm::value_ptr(v));
}

void Program::setUniform(const GLchar* uniformName, GLfloat v0) {
	assert(isInUse());
	glUniform1f(uniform(uniformName), v0);
}

 

and these are the other parts used in the method:

 

bool Program::isInUse() const {
	GLint currentProgram = 0;
	glGetIntegerv(GL_CURRENT_PROGRAM, &currentProgram);
	return (currentProgram == (GLint)_ID);
}

void Program::stopUsing() const {
	assert(isInUse());
	glUseProgram(0);
}

 

So yes, for every model, every frame i set and unset the program to be used and set the uniform variables. If this is the problem, where it's better to set the uniforms?

0

Share this post


Link to post
Share on other sites

There have been times ive found glGetUniformLocation being called too often during run time to be a problem, after building the shader get the uniform location and save it, look it up locally at run time and by pass calling glGetUniformLocation at run time, unless the shader changes dynamically the location shouldnt change.

 

Also, you may not always want to consider -1 locations as incorrect, -1 uniform locations can mean a few things. If the shader doesnt make use of a uniform, either it was optimized out or commented out but still declared, the shader may run fine even with a uniform having a -1 location, it doesnt always mean a the uniform had a typo or wasnt found.

 

my model has more faces than the maximum unsigned short supported

 

the index buffer indexes vertices, not faces, many faces may share the same vertex, reducing the vertex count, the whole purpose of index buffers. So if the numbers from your first post are correct the vertex count easily fits in unsigned short.

 

 

In general dont call the "glGet*()" series of commands as they stall rendering to retrieve the state being asked for.

So assert(isInUse()); calls glGetInteger() which is probably the problem, comment all those out.

Edited by NumberXaero
0

Share this post


Link to post
Share on other sites

Hi, sorry for the late reply.

So i tried to change the code so the get uniform location is called only once(i was confused about the getuniformlocation, i did not realize that it actully gives me the uniform position, so thanks now it's more clear), in the constructor of my program class like this:

Program::Program() : 
	_ID(0)
{
	_ID = LoadShaders("shaders/Blinn-Phong.vs", "shaders/Blinn-Phong.fs");
	_cam = uniform("camera");
	_mod = uniform("model");
	_rough = uniform("roughness");
	_kd = uniform("Kd");
	_ks = uniform("Ks");
	_lightPos = uniform("lightPos");
	_int = uniform("intensity");
	_camPos = uniform("cameraPos");
}

GLint Program::uniform(const GLchar* uniformName) const {
	if(!uniformName)
		throw std::runtime_error("uniformName is NULL");

	GLint uniform = glGetUniformLocation(_ID, uniformName);
	if(uniform == -1)
		throw std::runtime_error(std::string("Program uniform not found: ") + uniformName);

	return uniform;
}

 

(the uniform == -1 is still there but i'll change it)

 

and then set the uniforms without getting again the location: 

GLint Program::uniform(ShProp type) const {
	switch(type) {
	case CAMERA:
		return _cam;
	case MODEL:
		return _mod;
	case ROUGHNESS:
		return _rough;
	case KD:
		return _kd;
	case KS:
		return _ks;
	case LIGHTPOS:
		return _lightPos;
	case INTENSITY:
		return _int;
	case CAMERAPOS:
		return _camPos;
	default: return -1;
	}
}

void Program::setUniform(ShProp type, GLint v0) {
	glUniform1i(uniform(type), v0);
}

void Program::setUniform(ShProp type, const glm::mat4& m) {
	glUniformMatrix4fv(uniform(type), 1, GL_FALSE, glm::value_ptr(m));
}

void Program::setUniform(ShProp type, const glm::vec3& v) {
	glUniform3fv(uniform(type), 1, glm::value_ptr(v));
}

void Program::setUniform(ShProp type, GLfloat v0) {
	glUniform1f(uniform(type), v0);
}

 

(for now the code is like this because i'm testing)

 

I also removed the asserts with the glGetIntegerv call but i'm continuing to have 13 fps, and this despite where i'm looking, they never go down or up.

So I have the same problem.

 

As for the index buffer part, I tried using unsigned shorts but after that my rabbit mesh was all messed up so i changed it back to unsigned int.

Edited by uselessChiP
0

Share this post


Link to post
Share on other sites

If its not caused by the state queries from glGet*() calls, then it probably related to the drawing calls, unless its something somewhere else.

 

When you changed to unsigned short, did you also make sure to change all the GL_UNSIGNED_INT's to GL_UNSIGNED_SHORT and all the sizeof(unsigned int) across all the buffer setup calls and draw calls?

 

You said the fps are not accurate in your first post, is the scene sluggish? can you profile where the time is being consumed? if not, make sure the fps are correct so you have a solid value to go by.

 

You might try bypassing vaos and just binding buffers and enabling arrays at draw time. I had a problem once with vertex array objects causing problems, it was related to the way the gl functions were being loaded by glew, it required glewExperimental set to true before calling glewInit(), not sure if its was on amd or nvidia. Im not sure how youre loading gl calls, maybe its relevant. Valve software released a doc "Porting source to linux" where they said vaos were slower then glVertexAttribPointer on all implementations.

 

Depending on your targeted GL version you might want to look at the gl_vertex_attrib_binding extension.

0

Share this post


Link to post
Share on other sites

Comment out the draw code except for swapBuffers() or whatever you call when done drawing. Sounds like you have a Sleep() call in your application. Or you are doing something very stupid each frame like re-loading your models.

 

glGet commands are not even close to that slow and you only have a few models. You should be fine. Is the framerate actually choppy or are you calculating it yourself (it could be wrong try FRAPS).

0

Share this post


Link to post
Share on other sites

@NumberXaero

if for drawing calls you mean the glDrawElements, i call them like this:

 

this is the main loop:

double lastTime = glfwGetTime();
	do {

		glClearColor(0.0f, 0.4f, 0.0f,1.0f);
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

		double thisTime = glfwGetTime();
		float secondElapsed = thisTime - lastTime;
		lastTime = thisTime;

		update(secondElapsed);

		draw();

		glfwSwapBuffers();

	} while(!glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED) && !glfwGetKey('P'));

 

this is the method draw(that draw every object in the scene, 2 in this case)

void draw() {
	scene->draw();
}

 

and this is the scene->draw() implementation:

void Scene::draw() {
	for(unsigned int i = 0; i < _model.size(); i++) {
		_model[i]->renderer()->draw(_camera[_activeCamera], _model[i]->transform(),  _light[0]);
	}
}

 

the renderer()->draw... is the one i posted above:

void Renderer::draw(Camera* camera,  glm::mat4 model, Light* light) {
	_material->shader()->use();

	_material->shader()->setUniform(CAMERA, camera->matrix());
	_material->shader()->setUniform(MODEL, model);
	
//	_material->shader()->setUniform("tex", 0); //to use GL_TEXTURE0

	_material->shader()->setUniform(ROUGHNESS, _material->roughness());
	float Ks = ((_material->roughness()+8)/(8*3.141592));
	_material->shader()->setUniform(KD, _material->color() / 3.141592f);
	_material->shader()->setUniform(KS, _material->specularColor() * Ks);
	
	_material->shader()->setUniform(LIGHTPOS, light->_position);
	_material->shader()->setUniform(INTENSITY, light->_intensity * light->_color);
	//_material->shader()->setUniform("light.attenuation", light->_attenuation);
	//_material->shader()->setUniform("light.ambientCoefficient", light->_ambientCoefficient);
	
	_material->shader()->setUniform(CAMERAPOS, camera->position());
	/*
	
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, _material->texture()->getID());
	*/
	//Bind vao and draw
	glBindVertexArray(vao);
	//vertexbuffer
	//glDrawArrays(GL_TRIANGLES, 0, _mesh->numVertices());
	glDrawElements(GL_TRIANGLES, _mesh->faces().size(), GL_UNSIGNED_INT, 0);

	//glBindVertexArray(0);
	//glBindTexture(GL_TEXTURE_2D, 0);

	_material->shader()->stopUsing();
}

 

 

As for fps, im using fraps to measure them so i think they are accurate and also i feel that all is slow moving around the scene.

For the last part(the one bypassing vaos) im not sure to understand what you mean also my target platform for now is windows and i'm also using glewExperimental.

 

 

 

@dpadam450

I don't think i have a sleep call, commenting the draw code makes the program go fast but this also happens when im not loading the rabbit, as for the loading the model every frame i think im loading them once: im loading the vertices, normals uv coordinates once in some vectors, then i bind once the data to some vertex buffers in my drawing code im only setting the uniforms binding the vao and drawing.

0

Share this post


Link to post
Share on other sites

You are passing the glm::mat4 parameter to your draw method by value. I should think that was a bad idea. You should pass it by reference, otherwise the mat4 object gets copied to the stack on every call. Whether that's a major contributor to your performance issues or not, only profiling would say for sure, but it's a good idea in any case.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By Toastmastern
      So it's been a while since I took a break from my whole creating a planet in DX11. Last time around I got stuck on fixing a nice LOD.
      A week back or so I got help to find this:
      https://github.com/sp4cerat/Planet-LOD
      In general this is what I'm trying to recreate in DX11, he that made that planet LOD uses OpenGL but that is a minor issue and something I can solve. But I have a question regarding the code
      He gets the position using this row
      vec4d pos = b.var.vec4d["position"]; Which is then used further down when he sends the variable "center" into the drawing function:
      if (pos.len() < 1) pos.norm(); world::draw(vec3d(pos.x, pos.y, pos.z));  
      Inside the draw function this happens:
      draw_recursive(p3[0], p3[1], p3[2], center); Basically the 3 vertices of the triangle and the center of details that he sent as a parameter earlier: vec3d(pos.x, pos.y, pos.z)
      Now onto my real question, he does vec3d edge_center[3] = { (p1 + p2) / 2, (p2 + p3) / 2, (p3 + p1) / 2 }; to get the edge center of each edge, nothing weird there.
      But this is used later on with:
      vec3d d = center + edge_center[i]; edge_test[i] = d.len() > ratio_size; edge_test is then used to evaluate if there should be a triangle drawn or if it should be split up into 3 new triangles instead. Why is it working for him? shouldn't it be like center - edge_center or something like that? Why adding them togheter? I asume here that the center is the center of details for the LOD. the position of the camera if stood on the ground of the planet and not up int he air like it is now.

      Full code can be seen here:
      https://github.com/sp4cerat/Planet-LOD/blob/master/src.simple/Main.cpp
      If anyone would like to take a look and try to help me understand this code I would love this person. I'm running out of ideas on how to solve this in my own head, most likely twisted it one time to many up in my head
      Thanks in advance
      Toastmastern
       
       
    • By fllwr0491
      I googled around but are unable to find source code or details of implementation.
      What keywords should I search for this topic?
      Things I would like to know:
      A. How to ensure that partially covered pixels are rasterized?
         Apparently by expanding each triangle by 1 pixel or so, rasterization problem is almost solved.
         But it will result in an unindexable triangle list without tons of overlaps. Will it incur a large performance penalty?
      B. A-buffer like bitmask needs a read-modiry-write operation.
         How to ensure proper synchronizations in GLSL?
         GLSL seems to only allow int32 atomics on image.
      C. Is there some simple ways to estimate coverage on-the-fly?
         In case I am to draw 2D shapes onto an exisitng target:
         1. A multi-pass whatever-buffer seems overkill.
         2. Multisampling could cost a lot memory though all I need is better coverage.
            Besides, I have to blit twice, if draw target is not multisampled.
       
    • By mapra99
      Hello

      I am working on a recent project and I have been learning how to code in C# using OpenGL libraries for some graphics. I have achieved some quite interesting things using TAO Framework writing in Console Applications, creating a GLUT Window. But my problem now is that I need to incorporate the Graphics in a Windows Form so I can relate the objects that I render with some .NET Controls.

      To deal with this problem, I have seen in some forums that it's better to use OpenTK instead of TAO Framework, so I can use the glControl that OpenTK libraries offer. However, I haven't found complete articles, tutorials or source codes that help using the glControl or that may insert me into de OpenTK functions. Would somebody please share in this forum some links or files where I can find good documentation about this topic? Or may I use another library different of OpenTK?

      Thanks!
    • By Solid_Spy
      Hello, I have been working on SH Irradiance map rendering, and I have been using a GLSL pixel shader to render SH irradiance to 2D irradiance maps for my static objects. I already have it working with 9 3D textures so far for the first 9 SH functions.
      In my GLSL shader, I have to send in 9 SH Coefficient 3D Texures that use RGBA8 as a pixel format. RGB being used for the coefficients for red, green, and blue, and the A for checking if the voxel is in use (for the 3D texture solidification shader to prevent bleeding).
      My problem is, I want to knock this number of textures down to something like 4 or 5. Getting even lower would be a godsend. This is because I eventually plan on adding more SH Coefficient 3D Textures for other parts of the game map (such as inside rooms, as opposed to the outside), to circumvent irradiance probe bleeding between rooms separated by walls. I don't want to reach the 32 texture limit too soon. Also, I figure that it would be a LOT faster.
      Is there a way I could, say, store 2 sets of SH Coefficients for 2 SH functions inside a texture with RGBA16 pixels? If so, how would I extract them from inside GLSL? Let me know if you have any suggestions ^^.
    • By KarimIO
      EDIT: I thought this was restricted to Attribute-Created GL contexts, but it isn't, so I rewrote the post.
      Hey guys, whenever I call SwapBuffers(hDC), I get a crash, and I get a "Too many posts were made to a semaphore." from Windows as I call SwapBuffers. What could be the cause of this?
      Update: No crash occurs if I don't draw, just clear and swap.
      static PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format 32, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 24, // 24Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC = GetDC(windowHandle))) return false; unsigned int PixelFormat; if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) return false; if (!SetPixelFormat(hDC, PixelFormat, &pfd)) return false; hRC = wglCreateContext(hDC); if (!hRC) { std::cout << "wglCreateContext Failed!\n"; return false; } if (wglMakeCurrent(hDC, hRC) == NULL) { std::cout << "Make Context Current Second Failed!\n"; return false; } ... // OGL Buffer Initialization glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glBindVertexArray(vao); glUseProgram(myprogram); glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, (void *)indexStart); SwapBuffers(GetDC(window_handle));  
  • Popular Now