まずは簡単にトライアングルを1万枚ほどレンダリングするサンプルプログラムを作ってみましょう ![]()

Xcode4のOpenGL ES Applicationテンプレートに以下の変更を行います。
== EAGLView.h
@interface EAGLView : UIView {
@private
// The pixel dimensions of the CAEAGLLayer.
GLint framebufferWidth;
GLint framebufferHeight;
// The OpenGL ES names for the framebuffer and renderbuffer used to render to this view.
GLuint defaultFramebuffer, colorRenderbuffer;
// @fujita-y 深度バッファ用定義をここに追加
GLuint depthRenderbuffer;
// @fujita-y end
}
== EAGLView.m
- (void)createFramebuffer
{
if (context && !defaultFramebuffer) {
[EAGLContext setCurrentContext:context];
// Create default framebuffer object.
glGenFramebuffers(1, &defaultFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
// Create color render buffer and allocate backing store.
glGenRenderbuffers(1, &colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer];
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &framebufferWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &framebufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
// @fujita-y 深度バッファの作成をここに追加
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, framebufferWidth, framebufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
// @fujita-y end
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
}
- (void)deleteFramebuffer
{
if (context) {
[EAGLContext setCurrentContext:context];
if (defaultFramebuffer) {
glDeleteFramebuffers(1, &defaultFramebuffer);
defaultFramebuffer = 0;
}
if (colorRenderbuffer) {
glDeleteRenderbuffers(1, &colorRenderbuffer);
colorRenderbuffer = 0;
}
// @fujita-y 深度バッファのデリートをここに追加
if (depthRenderbuffer) {
glDeleteRenderbuffers(1, &depthRenderbuffer);
depthRenderbuffer = 0;
}
// @fujita-y end
}
}
== notepad_sampleViewController.h(このファイル名は作成したプロジェクトの名前+"ViewController.h"になります)
// @fujita-y GLfloatの乱数その1
static GLfloat random_zero_one() // 0.0 .. 1.0
{
return (float)rand() / (float)RAND_MAX;
}
// @fujita-y GLfloatの乱数その2
static GLfloat random_delta() // -0.025 .. 0.025
{
return (random_zero_one() - 0.5) * 0.5;
}
// @fujita-y drawFrameを書き換え(OpenGL ES2必須)
- (void)drawFrame
{
[(EAGLView *)self.view setFramebuffer];
static GLfloat *vertices;
const int numTriangles = 10000;
const int numVertices = numTriangles * 3;
const int numFloats = numVertices * 3;
// ここで GLfloat *vertices に三角板のデータを用意します。作成するのは最初の一回だけです。
if (vertices == NULL) {
vertices = malloc(sizeof(GLfloat) * numFloats);
for (int i = 0; i < numTriangles; i++) {
GLfloat cx = random_zero_one() - 0.5;
GLfloat cy = random_zero_one() - 0.5;
GLfloat cz = random_zero_one() - 0.5;
// vertex 1
vertices[i * 9 + 0] = cx + random_delta();
vertices[i * 9 + 1] = cy + random_delta();
vertices[i * 9 + 2] = cz + random_delta();
// vertex 2
vertices[i * 9 + 3] = cx + random_delta();
vertices[i * 9 + 4] = cy + random_delta();
vertices[i * 9 + 5] = cz + random_delta();
// vertex 3
vertices[i * 9 + 6] = cx + random_delta();
vertices[i * 9 + 7] = cy + random_delta();
vertices[i * 9 + 8] = cz + random_delta();
}
}
glClearColor(0.2f, 0.1f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glUseProgram(program);
glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, 0, 0, vertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glDrawArrays(GL_TRIANGLES, 0, numVertices);
[(EAGLView *)self.view presentFramebuffer];
}
== Shader.vsh
attribute vec4 position;
varying vec4 colorVarying;
void main()
{
gl_Position = position;
colorVarying = abs(gl_Position);
}
で、これをiPod touch 3Gで実行するとCoreAnimationのフレームレートが30fps・・・この段階では目眩のするような遅さです・・・が、最終的には下のような1万5千トライアングルのモデルにアンチエイリアスをかけても60fpsでグリグリ回るようになるのです ![]()


