我对libgdx有一个非常大的问题。我写了一个小的CHIP8模拟器来学习如何使用libgdx,但我仍然想弄清楚如何让它变得更快。我使用Pixmap更新屏幕,然后将其渲染为纹理,但这似乎不是最佳解决方案,因为它运行速度非常慢。 这是代码:
package com.eud0x.chip8gdx;
import java.io.FileNotFoundException;
import java.io.IOException;
import java.util.concurrent.TimeUnit;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.TextureData;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class Chip8 extends ApplicationAdapter implements InputProcessor {
SpriteBatch batch;
Pixmap screen;
Texture surface;
C8Emulator chip8;
@Override
public void create () {
batch = new SpriteBatch();
chip8 = new C8Emulator();
screen = new Pixmap(512, 256, Format.RGB888);
chip8.initEmulator();
try {
chip8.loadGame("/home/antonio/PONG");
} catch (FileNotFoundException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
surface = new Texture(screen);
Gdx.input.setInputProcessor(this);
}
@Override
public void render () {
chip8.emulateCycle();
if ( chip8.drawflag != 0 ) {
updateTexture();
chip8.drawflag = 0;
}
batch.begin();
batch.draw(surface, 0, 0);
batch.end();
}
@Override
public void dispose() {
batch.dispose();
screen.dispose();
surface.dispose();
}
public void updateTexture() {
screen.setColor(0,0,0,0);
screen.fill();
for ( int y = 0; y < 32; y++) {
for ( int x = 0; x < 64; x++ ) {
if (chip8.display[y][x] != 0) {
for (int cx = x*8; cx < x*8 + 8; cx++) {
for ( int cy = y*8; cy < y*8 + 8; cy++) {
screen.drawPixel(cx, cy, Color.WHITE.toIntBits());
}
}
}
}
}
surface.draw(screen, 0, 0);
}
@Override
public boolean keyDown(int keycode) {
switch (keycode) {
case Keys.NUM_1:
chip8.keyDown(0x1);
break;
case Keys.NUM_2:
chip8.keyDown(0x2);
break;
case Keys.NUM_3:
chip8.keyDown(0x3);
break;
case Keys.NUM_4:
chip8.keyDown(0xC);
break;
case Keys.Q:
chip8.keyDown(0x4);
break;
case Keys.W:
chip8.keyDown(0x5);
break;
case Keys.E:
chip8.keyDown(0x6);
break;
case Keys.R:
chip8.keyDown(0xD);
break;
case Keys.A:
chip8.keyDown(0x7);
break;
case Keys.S:
chip8.keyDown(0x8);
break;
case Keys.D:
chip8.keyDown(0x9);
break;
case Keys.F:
chip8.keyDown(0xE);
break;
case Keys.Z:
chip8.keyDown(0xA);
break;
case Keys.X:
chip8.keyDown(0x0);
break;
case Keys.C:
chip8.keyDown(0xB);
break;
case Keys.V:
chip8.keyDown(0xF);
break;
default:
break;
}
return true;
}
@Override
public boolean keyUp(int keycode) {
switch (keycode) {
case Keys.NUM_1:
chip8.keyUp(0x1);
break;
case Keys.NUM_2:
chip8.keyUp(0x2);
break;
case Keys.NUM_3:
chip8.keyUp(0x3);
break;
case Keys.NUM_4:
chip8.keyUp(0xC);
break;
case Keys.Q:
chip8.keyUp(0x4);
break;
case Keys.W:
chip8.keyUp(0x5);
break;
case Keys.E:
chip8.keyUp(0x6);
break;
case Keys.R:
chip8.keyUp(0xD);
break;
case Keys.A:
chip8.keyUp(0x7);
break;
case Keys.S:
chip8.keyUp(0x8);
break;
case Keys.D:
chip8.keyUp(0x9);
break;
case Keys.F:
chip8.keyUp(0xE);
break;
case Keys.Z:
chip8.keyUp(0xA);
break;
case Keys.X:
chip8.keyUp(0x0);
break;
case Keys.C:
chip8.keyUp(0xB);
break;
case Keys.V:
chip8.keyUp(0xF);
break;
default:
break;
}
return true;
}
@Override
public boolean keyTyped(char character) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean scrolled(int amount) {
// TODO Auto-generated method stub
return false;
}
}
有谁知道如何让它更快?
答案 0 :(得分:0)
使用SpriteBatch将单个像素作为精灵直接绘制到屏幕上会更快。一次最多可以绘制2048个像素,通常要少得多。每台2048个精灵对于台式电脑来说没有问题,但是对于旧款手机来说可能是一个问题,但除非加载的游戏吸引了大量白色,否则我认为它会没问题。
SpriteBatch batch;
Texture pixelSprite;
C8Emulator chip8;
@Override
public void create () {
batch = new SpriteBatch();
chip8 = new C8Emulator();
Pixmap textureSource = new Pixmap(1, 1, Format.RGB8888);
textureSource.setColor(1, 1, 1, 1);
textureSource.fill();
pixelSprite = new Texture(textureSource);
textureSource.dispose();
chip8.initEmulator();
try {
chip8.loadGame("/home/antonio/PONG");
} catch (FileNotFoundException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
Gdx.input.setInputProcessor(this);
}
@Override
public void render () {
chip8.emulateCycle();
//don't use draw flags. OpenGL redraws everything every frame
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
for ( int y = 0; y < 32; y++) {
for ( int x = 0; x < 64; x++ ) {
if (chip8.display[y][x] != 0) {
spriteBatch.draw(pixelSprite, x*8, y*8, 8, 8);
}
}
}
batch.end();
}
如果你想真正优化它,可以直接操作Mesh对象来绘制点而不是精灵。这样可以将精灵顶点数据的大小减少80-90%,这样即使在旧手机上绘制纯白色屏幕也会非常快。但这可能不是必要的。您可能需要限制模拟以减慢它的速度。