我目前正在尝试为我在JAVA中开发的游戏创建一个简单的照明引擎。我正在使用帧缓冲对象将光源的图像绘制到环境色上,并将其与先前渲染的场景组合以获得简单的光照。一切都运行得很好,除了帧速率减半,从稳定的60 FPS到波动的30 FPS。
这是我目前的做法:
(这在我的主显示循环中完成)
int[] params1 = new int[1];
gl2.glGenTextures(1, params1, 0);
int textureID = params1[0];
gl2.glBindTexture(GL.GL_TEXTURE_2D, textureID);
gl2.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
gl2.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
gl2.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, Game.RES_WIDTH, Game.RES_HEIGHT, 0, GL.GL_BGRA, GL.GL_UNSIGNED_BYTE, null);
int[] params2 = new int[1];
gl2.glGenFramebuffers(1, params2, 0);
int frameBufferID = params2[0];
gl2.glBindFramebuffer(GL2.GL_DRAW_FRAMEBUFFER, frameBufferID);
gl2.glClear(0);
gl2.glFramebufferTexture2D(GL2.GL_DRAW_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, textureID, 0);
DrawUtils.fillRect(0, 0, Game.WIDTH, Game.HEIGHT, getAmbientLight());
gl2.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_DST_ALPHA);
//Code for drawing the light sources here...
gl2.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
gl2.glBlendFunc(GL2.GL_DST_COLOR, GL2.GL_ONE_MINUS_SRC_ALPHA);
gl2.glEnable(GL2.GL_TEXTURE_2D);
gl2.glPushMatrix();
gl2.glColor3f(1.0F, 1.0F, 1.0F);
gl2.glBindTexture(GL2.GL_TEXTURE_2D, textureID);
gl2.glBegin(GL2.GL_QUADS);
gl2.glNormal3i(0, 0, 1);
gl2.glTexCoord2i(0, 0);
gl2.glVertex2i(0, 0);
gl2.glTexCoord2i(1, 0);
gl2.glVertex2i(0 + Game.WIDTH, 0);
gl2.glTexCoord2i(1, 1);
gl2.glVertex2i(Game.WIDTH, Game.HEIGHT);
gl2.glTexCoord2i(0, 1);
gl2.glVertex2i(0, Game.HEIGHT);
gl2.glEnd();
gl2.glPopMatrix();
gl2.glDisable(GL2.GL_TEXTURE_2D);
gl2.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
gl2.glDeleteTextures(1, params1, 0);
gl2.glDeleteFramebuffers(1, params2, 0);
答案 0 :(得分:0)
将帧缓冲区创建移出我的循环确实解决了问题:
public void init(GL2 gl2)
{
int[] params1 = new int[1];
gl2.glGenTextures(1, params1, 0);
textureID = params1[0];
gl2.glBindTexture(GL.GL_TEXTURE_2D, textureID);
gl2.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
gl2.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
gl2.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, Game.RES_WIDTH, Game.RES_HEIGHT, 0, GL.GL_BGRA, GL.GL_UNSIGNED_BYTE, null);
int[] params2 = new int[1];
gl2.glGenFramebuffers(1, params2, 0);
frameBufferID = params2[0];
gl2.glBindFramebuffer(GL2.GL_DRAW_FRAMEBUFFER, frameBufferID);
gl2.glFramebufferTexture2D(GL2.GL_DRAW_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, textureID, 0);
gl2.glBindFramebuffer(GL2.GL_DRAW_FRAMEBUFFER, 0);
}