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Wednesday, April 23, 2008

Fast 2D graphics w/OpenGL ES

Say you have an existing 2D game with a frame rate that generates new frames totally in game code, and you are porting to the increasing popular OpenGL ES v1.1 api. You can read about OpenGL ES from the public specification here:

http://www.khronos.org/opengles/spec/

Let's assume, hypothetically, that your game already has optimized 2D graphics code, and only needs a way to get a composed frame to the screen quickly (this is the case for Warfare Incorporated). There are two overall approaches:

1. Turn all your graphics objects into OpenGL texture objects, then compose your frame by texture mapping these into a color buffer.

2. Keep all your optimized 2D graphics code. When a frame is ready, turn it into a texture with OpenGL ES, and texture map this into a color buffer.

There are pros and cons to each of these. #1 will mean a lot of code change: if you have optimized 2D graphics code already, it's possible your graphics are stored in a custom format, and that drawing a particular object is done in a custom way. Porting the format, and the drawing for every object over to OpenGL ES api is a lot of work. However, it will likely be the fastest executing if the device your game is running on has a graphics accelerator. It is also likely to take the least amount of battery life.

Approach #2 is the least amount of work: it means you keep all your 2D graphics code and data formats. When a composed frame is ready you "upload" it to OpenGL ES, and have it draw that to the screen. The problem with this is that uploading a texture is often slow. First, regular texture objects aren't designed to dynamically update. When a texture is uploaded it is converted into a gpu specific native format that is optimized for fast texture mapping. This "conversion" is quite slow. Putting this texture conversion into the middle of your game's frame rate won't work.

Thankfully, OpenGL ES has created the concept of a "PBuffer". A PBuffer is both a surface for rendering onto, that can also be used as a pixel buffer for a texture. It is assumed that PBuffers dynamically update, so using a PBuffer as a texture is designed to be inexpensive. They key thing for your 2D game, is that uploading a new texture into your PBuffer is also fairly inexpensive, using glTexSubImage2D().

Once your frame is composed in your PBuffer, you'll want to draw it onto your windowed surface. OpenGL ES v1.1 has a nice "extension api" called glDrawTex(). This is the fastest and easiest way of drawing a textured quad. Use this to draw your PBuffer contents to your window surface. Before you call glDrawTex(), be sure to set the clipping rectangle with glTexParameter / GL_TEXTURE_CROP_RECT_OES. Finally, your platform specific swap buffers api will copy your color buffer to the associated native window. This whole process will give you decent frame rates with minimal change to your existing game. To recap:

1. Use glOrtho to set up a parallel projection, useful for your 2D game.
2. Create a PBuffer surface and associate it with a texture name. Use powers of 2 dimensions.
3. Use glTexSubImage to update only the parts of the PBuffer that are changing (worst case, the whole frame).
4. Once the PBuffer is ready, draw it to your window surface by setting the cropping rect and calling glDrawTex.
5. Swap buffers. Goto 3.

I will post more information about this approach in June.

1 Comments:

Blogger Romkin said...

Can you provide a simple example, for a example if you bitmap is 240x320 pixels stored as char*, who would you blit onto the OpenGL surface?

thanks.

6:06 PM  

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