简单处理动画中的撕裂和抖动

时间:2016-04-29 20:11:19

标签: processing jitter tearing

我是处理新手。我用弹跳球写了下面的代码,但动画不顺畅。我已经在各种计算机上运行应用程序,我偶尔会看到一些抖动或撕裂一些球。 我不相信它与计算时间有关,因为每帧都没有太多的计算。而且,我已经读过处理已经是双缓冲了。

以下是相关代码:

 final int MAX_BALLS = 50;
 final int DISPLAY_WIDTH = 800;
 final int DISPLAY_HEIGHT = 600;
 final float MIN_SPEED = 1;
 final float MAX_SPEED = 5;
 final float MIN_SIZE = 30;
 final float MAX_SIZE = 50;
 Ball[] balls = new Ball[MAX_BALLS];

 void setup() {
   size(800, 600);
   stroke(255);
   background(0, 0, 0);
   for (int i=0; i<balls.length; i++) {
     balls[i] = new Ball(random(MIN_SIZE, MAX_SIZE), random(0, DISPLAY_WIDTH), random(0, DISPLAY_HEIGHT), random(MIN_SPEED, MAX_SPEED), random(MIN_SPEED, MAX_SPEED), 0, DISPLAY_WIDTH, 0, DISPLAY_HEIGHT);
   }
 } 

 void draw() {
   clear();
   for (int i = 0; i<balls.length; i++)
     balls[i].draw();
 }

 class Ball {
   private float size;
   private float x;
   private float y;
   private float vx;
   private float vy;
   private float minx;
   private float maxx;
   private float miny;
   private float maxy;
   private float r;
   private float g;
   private float b;

   public Ball(float size,float x, float y, float vx, float vy, float minx, float maxx, float miny, float maxy) {
     this.size = size;
     this.x = x;
     this.y = y;
     this.vx = vx;
     this.vy = vy;
     this.minx = minx;
     this.maxx = maxx;
     this.miny = miny;
     this.maxy = maxy;
     r = (int) random(30, 255);
     g = (int) random(30, 255);
     b = (int) random(30, 255);
   }

   void draw() {
     x = x + vx;
     if (x + size/2 > maxx) {
       vx = -vx;
       x = 2 * maxx - (x + size);
     } else if (x - size/2 < minx) {
       vx = -vx;
       x = 2 * minx - (x - size);
     }

     y = y + vy;
     if (y + size/2 > maxy) {
       vy = -vy;
       y = 2 * maxy - (y + size);
     } else if (y -size/2 < miny) {
       vy = -vy;
       y = 2 * miny - (y - size);
     }
     stroke(r,g,b);
     fill(r,g,b);
     ellipse(x, y, size, size);

   }   

 }

如何摆脱抖动和撕裂?如何确保以最佳方式使用图形卡驱动程序。请注意,我将Linux Mint 17.3与MATE桌面管理器一起使用。相同的O.S.所有经过测试的PC和相同的行为。

[编辑05/01/2016] 在屏幕外生成圆圈后,甚至使用屏幕大小的离线图像,我仍然会有一些撕裂。这是更新的代码:

 final int MAX_BALLS = 50;
 final float MIN_SPEED = 1;
 final float MAX_SPEED = 5;
 final float MIN_SIZE = 30;
 final float MAX_SIZE = 50;
 Ball[] balls = new Ball[MAX_BALLS];
 PGraphics img;

 void setup() {
   frameRate(60);
   fullScreen();
   img = createGraphics(width, height);
   img.stroke(255);
   img.smooth();
   for (int i=0; i<balls.length; i++) {
     balls[i] = new Ball(random(MIN_SIZE, MAX_SIZE), random(0, width), random(0, height), random(MIN_SPEED, MAX_SPEED), random(MIN_SPEED, MAX_SPEED), 0, width, 0, height);
   }
 } 

 void draw() {
   img.beginDraw();
   img.background(0,0,0);
   img.clear();
   clear();
   for (int i = 0; i<balls.length; i++)
     balls[i].draw();

   img.text((int)frameRate+"fps",10,15);
   img.endDraw();
   image(img, 0, 0); // Put the whole image at once on the screen
 }

 class Ball {
   private float size;
   private float x;
   private float y;
   private float vx;
   private float vy;
   private float minx;
   private float maxx;
   private float miny;
   private float maxy;
   private PGraphics circle;
   private final int MARGIN = 10; // Margin to avoid circle to be drawn slightly outside the square

   public Ball(float size,float x, float y, float vx, float vy, float minx, float maxx, float miny, float maxy) {
     this.size = size;
     this.x = x;
     this.y = y;
     this.vx = vx;
     this.vy = vy;
     this.minx = minx;
     this.maxx = maxx;
     this.miny = miny;
     this.maxy = maxy;

     int r = (int) random(30, 255);
     int g = (int) random(30, 255);
     int b = (int) random(30, 255);

     circle = createGraphics((int) this.size + 2*MARGIN, (int) this.size + 2*MARGIN);
     circle.beginDraw();
     circle.background(0, 0);
     circle.fill(r, g, b);
     circle.ellipse(MARGIN + this.size/2, MARGIN + this.size/2, this.size, this.size);
     circle.endDraw();         
   }

   void draw() {
     x = x + vx;
     if (x + size/2 > maxx) {
       vx = -vx;
       x = 2 * maxx - (x + size);
     } else if (x - size/2 < minx) {
       vx = -vx;
       x = 2 * minx - (x - size);
     }

     y = y + vy;
     if (y + size/2 > maxy) {
       vy = -vy;
       y = 2 * maxy - (y + size);
     } else if (y -size/2 < miny) {
       vy = -vy;
       y = 2 * miny - (y - size);
     }

     img.image(circle, x - this.size/2 - MARGIN, y - this.size/2 - MARGIN);
   }   

 }

2 个答案:

答案 0 :(得分:1)

事实证明,直接在图形上绘制多个圆圈会导致问题。在每个圆圈的单独PGraphics上预渲染圆圈可以解决问题。以下是修订后的代码:

 final int MAX_BALLS = 50;
 final int DISPLAY_WIDTH = 800;
 final int DISPLAY_HEIGHT = 600;
 final float MIN_SPEED = 1;
 final float MAX_SPEED = 5;
 final float MIN_SIZE = 30;
 final float MAX_SIZE = 50;
 Ball[] balls = new Ball[MAX_BALLS];

 void setup() {
   frameRate(60);
   size(800, 600, FX2D);
   stroke(255);
   background(0, 0, 0);
   smooth();
   for (int i=0; i<balls.length; i++) {
     balls[i] = new Ball(random(MIN_SIZE, MAX_SIZE), random(0, DISPLAY_WIDTH), random(0, DISPLAY_HEIGHT), random(MIN_SPEED, MAX_SPEED), random(MIN_SPEED, MAX_SPEED), 0, DISPLAY_WIDTH, 0, DISPLAY_HEIGHT);
   }
 } 

 void draw() {
   clear();
   for (int i = 0; i<balls.length; i++)
     balls[i].draw();

     text((int)frameRate+"fps",10,15);

 }

 class Ball {
   private float size;
   private float x;
   private float y;
   private float vx;
   private float vy;
   private float minx;
   private float maxx;
   private float miny;
   private float maxy;
   private PGraphics circle;
   private final int MARGIN = 10; // Margin to avoid circle to be drawn slightly outside the square

   public Ball(float size,float x, float y, float vx, float vy, float minx, float maxx, float miny, float maxy) {
     this.size = size;
     this.x = x;
     this.y = y;
     this.vx = vx;
     this.vy = vy;
     this.minx = minx;
     this.maxx = maxx;
     this.miny = miny;
     this.maxy = maxy;

     int r = (int) random(30, 255);
     int g = (int) random(30, 255);
     int b = (int) random(30, 255);

     circle = createGraphics((int) this.size + 2*MARGIN, (int) this.size + 2*MARGIN);
     circle.beginDraw();
     circle.background(0, 0);
     circle.fill(r, g, b);
     circle.ellipse(MARGIN + this.size/2, MARGIN + this.size/2, this.size, this.size);
     circle.endDraw();         
   }

   void draw() {
     x = x + vx;
     if (x + size/2 > maxx) {
       vx = -vx;
       x = 2 * maxx - (x + size);
     } else if (x - size/2 < minx) {
       vx = -vx;
       x = 2 * minx - (x - size);
     }

     y = y + vy;
     if (y + size/2 > maxy) {
       vy = -vy;
       y = 2 * maxy - (y + size);
     } else if (y -size/2 < miny) {
       vy = -vy;
       y = 2 * miny - (y - size);
     }

     image(circle, x - this.size/2 - MARGIN, y - this.size/2 - MARGIN);
   }   

 }

答案 1 :(得分:0)

我认为代码更新和渲染圈没有任何问题。

使用Processing 2我已经可以看到不同渲染器的性能差异。

我在draw()的末尾添加了此内容,以大致了解帧速率:

text((int)frameRate+"fps",10,15);

它设置我尝试了

size(800, 600,JAVA2D);
frameRate(60);

size(800, 600,P2D);
frameRate(60);

并注意到JAVA2D frameRate非常接近60fps,而P2D则降至~40-45fps

这是在OSX上,而不是在Linux Mint上。 尝试处理3中的FX2D渲染器,看看它与其他两个渲染器的比较。

此外,如果Linux Mint计算机上有GPU,驱动程序已正确安装并且您有时间,您可以尝试将代码移植到GLSL并使用PShader在处理中呈现它。