如何使用OpenGL(ES)2 Android加速渲染

时间:2013-07-10 03:54:17

标签: java android opengl-es rendering

我在Android上使用OpenGL-ES开发了一个地图。它显示我的地图很好,我刚刚添加了触摸事件处理,所以我可以移动并将其四处移动,这也有效。

然而它的延迟时间约为1秒。我希望图像的平移显然尽可能平滑。

我正在显示相当多的矢量数据,但是,仍然必须有替代方案来使交互更顺畅,我有17000个多边形(地块或地块)和大约1500条线(道路中心线),它们两者都被预先加载到应用程序启动时保存FloatBuffers的列表中。当我进入我的地图活动时,渲染器会遍历这些列表,如下面的代码所示。

我真的很感激有关如何加快速度的一些指示。

(请注意,请忽略比例检测器和任何旋转代码,它们不起作用,我现在关注的是平移地图。)

enter image description here

package com.ANDRRA1.utilities;

import android.content.Context;
import android.opengl.GLSurfaceView;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.GestureDetector;
import android.view.ScaleGestureDetector;
import android.view.animation.DecelerateInterpolator;
import android.view.animation.Interpolator;

public class CustomGLView extends GLSurfaceView {

    public vboCustomGLRenderer mGLRenderer;

    public CustomGLView(Context context){
        super(context);
    }

    public CustomGLView(Context context, AttributeSet attrs) 
    {
        super(context, attrs);  
    }

    // Hides superclass method.
    public void setRenderer(vboCustomGLRenderer renderer) 
    {
        mGLRenderer = renderer;
        super.setRenderer(renderer);

        super.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
    }

    private static final int INVALID_POINTER_ID = -1;

    private float mPosX;
    private float mPosY;

    private float mLastTouchX;
    private float mLastTouchY;
    private float mLastGestureX;
    private float mLastGestureY;
    private int mActivePointerId = INVALID_POINTER_ID;
    private int mActivePointerId2 = INVALID_POINTER_ID;
    float oL1X1, oL1Y1, oL1X2, oL1Y2;

    private ScaleGestureDetector mScaleDetector = new ScaleGestureDetector(getContext(), new ScaleListener());
    private GestureDetector mGestureDetector = new GestureDetector(getContext(), new GestureListener());

    private float mScaleFactor = 1.f;

    //The following variable control the fling gesture
    private Interpolator animateInterpolator;
    private long startTime;
    private long endTime;
    private float totalAnimDx;
    private float totalAnimDy;
    private float lastAnimDx;
    private float lastAnimDy;

    @Override
    public boolean onTouchEvent(MotionEvent ev) {
        // Let the ScaleGestureDetector inspect all events.
        mScaleDetector.onTouchEvent(ev);
        mGestureDetector.onTouchEvent(ev);

        final int action = ev.getAction();
        switch (action & MotionEvent.ACTION_MASK) {
            case MotionEvent.ACTION_DOWN: {

                if (!mScaleDetector.isInProgress()) {
                    final float x = ev.getX();
                    final float y = ev.getY();

                    mLastTouchX = x;
                    mLastTouchY = y;
                    mActivePointerId = ev.getPointerId(0);
                }
                break;
            }
            case MotionEvent.ACTION_POINTER_DOWN: {
                if (mScaleDetector.isInProgress()) {
                    mActivePointerId2 = ev.getPointerId(1);

                    mLastGestureX = mScaleDetector.getFocusX();
                    mLastGestureY = mScaleDetector.getFocusY();

                    oL1X1 = ev.getX(ev.findPointerIndex(mActivePointerId));
                    oL1Y1 = ev.getY(ev.findPointerIndex(mActivePointerId));
                    oL1X2 = ev.getX(ev.findPointerIndex(mActivePointerId2));
                    oL1Y2 = ev.getY(ev.findPointerIndex(mActivePointerId2));
                }
                break;
            }

            case MotionEvent.ACTION_MOVE: {

                // Only move if the ScaleGestureDetector isn't processing a gesture.
                if (!mScaleDetector.isInProgress()) {
                    final int pointerIndex = ev.findPointerIndex(mActivePointerId);
                    final float x = ev.getX(pointerIndex);
                    final float y = ev.getY(pointerIndex);

                    final float dx = x - mLastTouchX;
                    final float dy = y - mLastTouchY;

                    mPosX += dx;
                    mPosY += dy;

                    mGLRenderer.setEye(dx, dy);
                    requestRender();

                    mLastTouchX = x;
                    mLastTouchY = y;
                }
                else{
                    final float gx = mScaleDetector.getFocusX();
                    final float gy = mScaleDetector.getFocusY();

                    final float gdx = gx - mLastGestureX;
                    final float gdy = gy - mLastGestureY;

                    mPosX += gdx;
                    mPosY += gdy;

                    mLastGestureX = gx;
                    mLastGestureY = gy;
                }

                break;
            }

            case MotionEvent.ACTION_UP: {
                mActivePointerId = INVALID_POINTER_ID;

                break;
            }
            case MotionEvent.ACTION_CANCEL: {
                mActivePointerId = INVALID_POINTER_ID;
                break;
            }
            case MotionEvent.ACTION_POINTER_UP: {

                final int pointerIndex = (ev.getAction() & MotionEvent.ACTION_POINTER_INDEX_MASK) 
                        >> MotionEvent.ACTION_POINTER_INDEX_SHIFT;
                final int pointerId = ev.getPointerId(pointerIndex);
                if (pointerId == mActivePointerId) {
                    // This was our active pointer going up. Choose a new
                    // active pointer and adjust accordingly.
                    final int newPointerIndex = pointerIndex == 0 ? 1 : 0;
                    mLastTouchX = ev.getX(newPointerIndex);
                    mLastTouchY = ev.getY(newPointerIndex);
                    mActivePointerId = ev.getPointerId(newPointerIndex);
                }
                else{
                    final int tempPointerIndex = ev.findPointerIndex(mActivePointerId);
                    mLastTouchX = ev.getX(tempPointerIndex);
                    mLastTouchY = ev.getY(tempPointerIndex);
                }

                break;
            }
        }

        return true;
    }

    private class ScaleListener extends ScaleGestureDetector.SimpleOnScaleGestureListener {
        @Override
        public boolean onScale(ScaleGestureDetector detector) {
            mScaleFactor *= detector.getScaleFactor();

            // Don't let the object get too small or too large.
            mScaleFactor = Math.max(0.1f, Math.min(mScaleFactor, 10000.0f));

            //invalidate();
            return true;
        }
    }

    private class GestureListener extends GestureDetector.SimpleOnGestureListener {
        @Override
        public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) {

            if (e1 == null || e2 == null){
                return false;
            }
            final float distanceTimeFactor = 0.4f;
            final float totalDx = (distanceTimeFactor * velocityX/2);
            final float totalDy = (distanceTimeFactor * velocityY/2);

            onAnimateMove(totalDx, totalDy, (long) (1000 * distanceTimeFactor));
            return true;
        }
    }

    public void onAnimateMove(float dx, float dy, long duration) {
        animateInterpolator = new DecelerateInterpolator();
        startTime = System.currentTimeMillis();
        endTime = startTime + duration;
        totalAnimDx = dx;
        totalAnimDy = dy;
        lastAnimDx = 0;
        lastAnimDy = 0;

        post(new Runnable() {
            @Override
            public void run() {
                onAnimateStep();
            }
        });
    }

    private void onAnimateStep() {
        long curTime = System.currentTimeMillis();
        float percentTime = (float) (curTime - startTime) / (float) (endTime - startTime);
        float percentDistance = animateInterpolator.getInterpolation(percentTime);
        float curDx = percentDistance * totalAnimDx;
        float curDy = percentDistance * totalAnimDy;

        float diffCurDx = curDx - lastAnimDx;
        float diffCurDy = curDy - lastAnimDy;
        lastAnimDx = curDx;
        lastAnimDy = curDy;

        doAnimation(diffCurDx, diffCurDy);

        if (percentTime < 1.0f) {
            post(new Runnable() {
                @Override
                public void run() {
                    onAnimateStep();
                }
            });
        }
    }

    public void doAnimation(float diffDx, float diffDy) {
        mPosX += diffDx;
        mPosY += diffDy;

        mGLRenderer.setEye(diffDx, diffDy);
        requestRender();
    }

    public float angleBetween2Lines(float L1X1, float L1Y1, float L1X2, float L1Y2, float L2X1, float L2Y1, float L2X2, float L2Y2)
    {
        float angle1 = (float) Math.atan2(L1Y1 - L1Y2, L1X1 - L1X2);
        float angle2 = (float) Math.atan2(L2Y1 - L2Y2, L2X1 - L2X2);

        float angleDelta = findAngleDelta( (float)Math.toDegrees(angle1), (float)Math.toDegrees(angle2));
        return -angleDelta;
    }

    private float findAngleDelta( float angle1, float angle2 )
    {
        return angle1 - angle2;
    }
}

package com.ANDRRA1.utilities;

import java.nio.FloatBuffer;
import java.util.ListIterator;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;

public class vboCustomGLRenderer  implements GLSurfaceView.Renderer {

    /**
     * Store the model matrix. This matrix is used to move models from object space (where each model can be thought
     * of being located at the center of the universe) to world space.
     */
    private float[] mModelMatrix = new float[16];

    /**
     * Store the view matrix. This can be thought of as our camera. This matrix transforms world space to eye space;
     * it positions things relative to our eye.
     */
    private float[] mViewMatrix = new float[16];

    /** Store the projection matrix. This is used to project the scene onto a 2D viewport. */
    private float[] mProjectionMatrix = new float[16];

    /** Allocate storage for the final combined matrix. This will be passed into the shader program. */
    private float[] mMVPMatrix = new float[16];

    /** This will be used to pass in the transformation matrix. */
    private int mMVPMatrixHandle;

    /** This will be used to pass in model position information. */
    private int mPositionHandle;

    /** This will be used to pass in model color information. */
    private int mColorUniformLocation;

    /** How many bytes per float. */
    private final int mBytesPerFloat = 4;   

    /** Offset of the position data. */
    private final int mPositionOffset = 0;

    /** Size of the position data in elements. */
    private final int mPositionDataSize = 3;

    /** How many elements per vertex for double values. */
    private final int mPositionFloatStrideBytes = mPositionDataSize * mBytesPerFloat;

    // geometry types
    private final byte wkbPoint = 1;
    private final byte wkbLineString = 2;
    private final byte wkbPolygon = 3;
    //private final byte wkbMultiPoint = 4;
    //private final byte wkbMultiLineString = 5;
    //private final byte wkbMultiPolygon = 6;
    //private final byte wkbGeometryCollection = 7;

    // Big Endian
    final int wkbXDR = 0;
    // Little Endian
    final int wkbNDR = 1;


    float count = 0;

    // Position the eye behind the origin.
    public volatile float eyeX = default_settings.mbrMinX + ((default_settings.mbrMaxX - default_settings.mbrMinX)/2);
    public volatile float eyeY = default_settings.mbrMinY + ((default_settings.mbrMaxY - default_settings.mbrMinY)/2);

    // Position the eye behind the origin.
    //final float eyeZ = 1.5f;
    public volatile float eyeZ = 1.5f;

    // We are looking toward the distance
    public volatile float lookX = eyeX;
    public volatile float lookY = eyeY;
    public volatile float lookZ = 0.0f;

    // Set our up vector. This is where our head would be pointing were we holding the camera.
    public volatile float upX = 0.0f;
    public volatile float upY = 1.0f;
    public volatile float upZ = 0.0f;


    public vboCustomGLRenderer() {
    }

    public void setEye(float x, float y){

        eyeX -= (x/screen_vs_map_horz_ratio);
        lookX = eyeX;
        eyeY += (y/screen_vs_map_vert_ratio);
        lookY = eyeY;

        // Set the camera position (View matrix)
        Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);
    }

    @Override
    public void onSurfaceCreated(GL10 unused, EGLConfig config) {


        Thread.currentThread().setPriority(Thread.MIN_PRIORITY);

        // Set the background frame color
        //White
        GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);

        // Set the view matrix. This matrix can be said to represent the camera position.
        // NOTE: In OpenGL 1, a ModelView matrix is used, which is a combination of a model and
        // view matrix. In OpenGL 2, we can keep track of these matrices separately if we choose.
        Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);

        final String vertexShader =
            "uniform mat4 u_MVPMatrix;      \n"     // A constant representing the combined model/view/projection matrix.

          + "attribute vec4 a_Position;     \n"     // Per-vertex position information we will pass in.
          + "attribute vec4 a_Color;        \n"     // Per-vertex color information we will pass in.              

          + "varying vec4 v_Color;          \n"     // This will be passed into the fragment shader.

          + "void main()                    \n"     // The entry point for our vertex shader.
          + "{                              \n"
          + "   v_Color = a_Color;          \n"     // Pass the color through to the fragment shader. 
                                                    // It will be interpolated across the triangle.
          + "   gl_Position = u_MVPMatrix   \n"     // gl_Position is a special variable used to store the final position.
          + "               * a_Position;   \n"     // Multiply the vertex by the matrix to get the final point in                                                                   
          + "}                              \n";    // normalized screen coordinates.

        final String fragmentShader =
                "precision mediump float;       \n"     // Set the default precision to medium. We don't need as high of a 
                                                        // precision in the fragment shader.                
              + "uniform vec4 u_Color;          \n"     // This is the color from the vertex shader interpolated across the 
                                                        // triangle per fragment.             
              + "void main()                    \n"     // The entry point for our fragment shader.
              + "{                              \n"
              + "   gl_FragColor = u_Color;     \n"     // Pass the color directly through the pipeline.          
              + "}                              \n";                                                

        // Load in the vertex shader.
        int vertexShaderHandle = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);

        if (vertexShaderHandle != 0) 
        {
            // Pass in the shader source.
            GLES20.glShaderSource(vertexShaderHandle, vertexShader);

            // Compile the shader.
            GLES20.glCompileShader(vertexShaderHandle);

            // Get the compilation status.
            final int[] compileStatus = new int[1];
            GLES20.glGetShaderiv(vertexShaderHandle, GLES20.GL_COMPILE_STATUS, compileStatus, 0);

            // If the compilation failed, delete the shader.
            if (compileStatus[0] == 0) 
            {               
                GLES20.glDeleteShader(vertexShaderHandle);
                vertexShaderHandle = 0;
            }
        }

        if (vertexShaderHandle == 0)
        {
            throw new RuntimeException("Error creating vertex shader.");
        }

        // Load in the fragment shader shader.
        int fragmentShaderHandle = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);

        if (fragmentShaderHandle != 0) 
        {
            // Pass in the shader source.
            GLES20.glShaderSource(fragmentShaderHandle, fragmentShader);

            // Compile the shader.
            GLES20.glCompileShader(fragmentShaderHandle);

            // Get the compilation status.
            final int[] compileStatus = new int[1];
            GLES20.glGetShaderiv(fragmentShaderHandle, GLES20.GL_COMPILE_STATUS, compileStatus, 0);

            // If the compilation failed, delete the shader.
            if (compileStatus[0] == 0) 
            {               
                GLES20.glDeleteShader(fragmentShaderHandle);
                fragmentShaderHandle = 0;
            }
        }

        if (fragmentShaderHandle == 0)
        {
            throw new RuntimeException("Error creating fragment shader.");
        }

        // Create a program object and store the handle to it.
        int programHandle = GLES20.glCreateProgram();

        if (programHandle != 0) 
        {
            // Bind the vertex shader to the program.
            GLES20.glAttachShader(programHandle, vertexShaderHandle);           

            // Bind the fragment shader to the program.
            GLES20.glAttachShader(programHandle, fragmentShaderHandle);

            // Bind attributes
            GLES20.glBindAttribLocation(programHandle, 0, "a_Position");
            GLES20.glBindAttribLocation(programHandle, 1, "a_Color");

            // Link the two shaders together into a program.
            GLES20.glLinkProgram(programHandle);

            // Get the link status.
            final int[] linkStatus = new int[1];
            GLES20.glGetProgramiv(programHandle, GLES20.GL_LINK_STATUS, linkStatus, 0);

            // If the link failed, delete the program.
            if (linkStatus[0] == 0) 
            {               
                GLES20.glDeleteProgram(programHandle);
                programHandle = 0;
            }
        }

        if (programHandle == 0)
        {
            throw new RuntimeException("Error creating program.");
        }

        // Set program handles. These will later be used to pass in values to the program.
        mMVPMatrixHandle = GLES20.glGetUniformLocation(programHandle, "u_MVPMatrix");
        mPositionHandle = GLES20.glGetAttribLocation(programHandle, "a_Position");
        mColorUniformLocation = GLES20.glGetUniformLocation(programHandle, "u_Color");

        // Tell OpenGL to use this program when rendering.
        GLES20.glUseProgram(programHandle);

    }

    static float mWidth = 0;
    static float mHeight = 0;
    static float mLeft = 0;
    static float mRight = 0;
    static float mTop = 0;
    static float mBottom = 0;
    static float mRatio = 0;
    float screen_width_height_ratio;
    float screen_height_width_ratio;
    final float near = 1.5f;
    final float far = 10.0f;

    double screen_vs_map_horz_ratio = 0;
    double screen_vs_map_vert_ratio = 0;

    @Override
    public void onSurfaceChanged(GL10 unused, int width, int height) {

        // Adjust the viewport based on geometry changes,
        // such as screen rotation
        // Set the OpenGL viewport to the same size as the surface.
        GLES20.glViewport(0, 0, width, height);
        //Log.d("","onSurfaceChanged");

        screen_width_height_ratio = (float) width / height;
        screen_height_width_ratio = (float) height / width;

        //Initialize
        if (mRatio == 0){
            mWidth = (float) width;
            mHeight = (float) height;

            //map height to width ratio
            float map_extents_width = default_settings.mbrMaxX - default_settings.mbrMinX;
            float map_extents_height = default_settings.mbrMaxY - default_settings.mbrMinY;
            float map_width_height_ratio = map_extents_width/map_extents_height;
            //float map_height_width_ratio = map_extents_height/map_extents_width;
            if (screen_width_height_ratio > map_width_height_ratio){
                mRight = (screen_width_height_ratio * map_extents_height)/2;
                mLeft = -mRight;
                mTop = map_extents_height/2;
                mBottom = -mTop;
            }
            else{
                mRight = map_extents_width/2;
                mLeft = -mRight;
                mTop = (screen_height_width_ratio * map_extents_width)/2;
                mBottom = -mTop;
            }

            mRatio = screen_width_height_ratio;
        }

        if (screen_width_height_ratio != mRatio){
            final float wRatio = width/mWidth;
            final float oldWidth = mRight - mLeft;
            final float newWidth = wRatio * oldWidth;
            final float widthDiff = (newWidth - oldWidth)/2;
            mLeft = mLeft - widthDiff;
            mRight = mRight + widthDiff;

            final float hRatio = height/mHeight;
            final float oldHeight = mTop - mBottom;
            final float newHeight = hRatio * oldHeight;
            final float heightDiff = (newHeight - oldHeight)/2;
            mBottom = mBottom - heightDiff;
            mTop = mTop + heightDiff;

            mWidth = (float) width;
            mHeight = (float) height;

            mRatio = screen_width_height_ratio;
        }

        screen_vs_map_horz_ratio = (mWidth/(mRight-mLeft));
        screen_vs_map_vert_ratio = (mHeight/(mTop-mBottom));

        Matrix.frustumM(mProjectionMatrix, 0, mLeft, mRight, mBottom, mTop, near, far);
    }

    @Override
    public void onDrawFrame(GL10 unused) {

        GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);

        //The following lists hold the vector data in FloatBuffers pre-loaded from when then application starts
        ListIterator<mapLayer> orgNonAssetCatLayersList_it = default_settings.orgNonAssetCatMappableLayers.listIterator();
        while (orgNonAssetCatLayersList_it.hasNext()) {
            mapLayer MapLayer = orgNonAssetCatLayersList_it.next();

            ListIterator<FloatBuffer> mapLayerObjectList_it = MapLayer.objFloatBuffer.listIterator();
            ListIterator<Byte> mapLayerObjectTypeList_it = MapLayer.objTypeArray.listIterator();
            while (mapLayerObjectTypeList_it.hasNext()) {

                switch (mapLayerObjectTypeList_it.next()) {
                    case wkbPoint:
                        break;
                    case wkbLineString:
                        Matrix.setIdentityM(mModelMatrix, 0);
                        //Matrix.rotateM(mModelMatrix, 0, 0, 0.0f, 0.0f, 1.0f);
                        drawLineString(mapLayerObjectList_it.next(), MapLayer.lineStringObjColor);
                        break;
                    case wkbPolygon:
                        Matrix.setIdentityM(mModelMatrix, 0);
                        //Matrix.rotateM(mModelMatrix, 0, 0, 0.0f, 0.0f, 1.0f);
                        drawPolygon(mapLayerObjectList_it.next(), MapLayer.polygonObjColor);
                        break;
                }
            }
        }
    }

    private void drawLineString(final FloatBuffer geometryBuffer, final float[] colorArray)
    {
        // Pass in the position information
        geometryBuffer.position(mPositionOffset);
        GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false, mPositionFloatStrideBytes, geometryBuffer);

        GLES20.glEnableVertexAttribArray(mPositionHandle);

        GLES20.glUniform4f(mColorUniformLocation, colorArray[0], colorArray[1], colorArray[2], 1f);

        // This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
        // (which currently contains model * view).
        Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);

        // This multiplies the modelview matrix by the projection matrix, and stores the result in the MVP matrix
        // (which now contains model * view * projection).
        Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

        GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);

        GLES20.glLineWidth(2.0f);
        GLES20.glDrawArrays(GLES20.GL_LINE_STRIP, 0, geometryBuffer.capacity()/mPositionDataSize);
    }

    private void drawPolygon(final FloatBuffer geometryBuffer, final float[] colorArray)
    {
        // Pass in the position information
        geometryBuffer.position(mPositionOffset);
        GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false, mPositionFloatStrideBytes, geometryBuffer);

        GLES20.glEnableVertexAttribArray(mPositionHandle);

        GLES20.glUniform4f(mColorUniformLocation, colorArray[0], colorArray[1], colorArray[2], 1f);

        // This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
        // (which currently contains model * view).
        Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);

        // This multiplies the modelview matrix by the projection matrix, and stores the result in the MVP matrix
        // (which now contains model * view * projection).
        Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

        GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);

        GLES20.glLineWidth(1.0f);
        GLES20.glDrawArrays(GLES20.GL_LINE_LOOP, 0, geometryBuffer.capacity()/mPositionDataSize);
    }
}

5 个答案:

答案 0 :(得分:5)

这里的其他答案已经非常好,并显示了要查看的地方和需要改进的地方。我怀疑减速是从每个绘制框架调用drawPolygon和drawLine数千次(如果你有数千个多边形和线条),并且每个方法调用多次调用OpenGL方法。您真的想批量调用这些调用,以便在单个单独的绘制调用中绘制所有多边形和所有行。

根据我的经验,很难准确计算时间,OpenGL会缓冲调用,甚至Android跟踪器也会提供不准确的结果。你可以做的是尝试在运行之间删除和更改代码,计算整个绘制循环的时间,然后看看事情是如何变化的。

尝试删除Thread.currentThread()。setPriority(Thread.MIN_PRIORITY);并重新设计应用程序,将数据放入顶点缓冲区对象,并与GL_STATIC_DRAW绑定。通过一次绘制调用绘制所有行。要避免状态更改并分解绘制调用,可以将颜色作为属性而不是作为一个统一。您还可以计算并在每次整体抽取中传递一次矩阵,而不是每行。

答案 1 :(得分:3)

我建议您专注于根据缩放级别和视口限制绘制的数量,而不是尝试优化渲染效率。如果你有多达17,000个具有相当响应时间的多边形,那么你可能无法进行太多低效的渲染调用。

查看您发布的图片。如果你在那里渲染了17,000个多边形和1,500条线,那么大部分细节都被浪费了,因为我们无法看到那么详细的细节吗?我当然看不到17,000个多边形。

相反,保持加载完整的详细信息,并编写代码以根据缩放级别限制细节。毫不奇怪,这种方法称为level of detail算法。如果你曾经使用MipMaps做了很多事情,它基于相同的原则。

我会计算所需缩放级别的详细数据级别,并根据当前缩放级别引用此缓存数据。当用户不处于您的一个离散缩放级别时,只需引用最近的缩放级别并缩放。

如果在更近的缩放级别需要高细节时,您可以使用culling快速Spatial Partitioning使用{{3}}算法在您的细节数据级别中不需要渲染哪些线条和多边形。“ / p>

如果您需要澄清任何要点请告诉我。这个东西很容易谈,但很难编码。祝你好运!

编辑:

一个LoD实现是根据矩阵缩放计算多边形和线条位置。然后,丢弃任何距离不够远的点。我只是将他们的浮点位置投入到一开始,看看它看起来像什么。为多个缩放级别执行此操作。将这些结果存储在一个数组中,然后舍入您所处的任何缩放级别,以选择最近的缓存LoD数据。

答案 2 :(得分:2)

有些事情让我跳了出来。

1)不要在绘图例程中创建对象,例如onDrawFrame。

等迭代器
    ListIterator<mapLayer> orgNonAssetCatLayersList_it = default_settings.orgNonAssetCatMappableLayers.listIterator();

创建对象并在绘图例程中创建对象会损害性能。

2)尽可能减少OpenGL调用。当您执行OpenGL调用时,Java仍然需要跨越JNI边界,因此如果您可以将所有内容放在几个大字节缓冲区中并避免更改OpenGL状态。我本来试图将数据组织成尽可能少的绘制线条的缓冲区,另一个设置绘制多边形。

您可能只想考虑以各种缩放级别渲染部分数据。其他人可能有更好的想法,如果你环顾四周或在线,我相信你会找到它们。

3)并始终衡量您的表现,以了解您的真正问题所在。 Android提供了多种工具(Traceview SystraceOpenGL ES Tracer)。

有关更多常规Android效果提示,请参阅:http://developer.android.com/training/articles/perf-tips.html

答案 3 :(得分:2)

没有人提到FBO的?我的意思是,LOD是一个很好的方法,但在某些情况下你可以使用FBO。这取决于很多事情,但你应该考虑它们!

您可以将孔场景(或部分场景)渲染到帧缓冲区对象并显示图像,而不是每帧绘制场景。这会将多边形数量减少到几个(最佳情况为2,即一个方格)。

一个新的问题是如何处理平移/缩放,因为你需要动态地重新计算fbo。您可以绘制blury图像,直到fbo准备就绪,或者您可以采用更高级的方法进行一些预加载,例如将地图划分为正方形并预加载其中的9个(中心和8个邻居),因为google-maps会加载它地图数据。

你还需要看一下内存消耗情况,你不能只把每个组合画到FBO上。

我再说一遍,FBO不是一个“独立”的解决方案,只要让他们留意,看看你是否可以在某个地方使用它们!

答案 4 :(得分:0)

您是在VM中还是在真实手机上运行它?

您可以添加一些代码来检查函数的执行情况吗?

尝试找出那种花时间的方式。