我不知道这个问题是否得到了解答。至少我没有找到答案。
所以这是一件事:我在Android上制作了一些以空间为主题的2D游戏,我在模拟器上测试它,屏幕尺寸= 2560x1600。在这个游戏中有一个太空飞船飞行的领域。当然,它(一个领域)必须具有高分辨率的美丽背景。我的背景图片分辨率为4500x4500。我想让我的图像相对于相机移动方向相反,这就是为什么我不能使用小静态图像。当时只有该图像的一部分可见:
当我试图绘制它时,我得到了fps = 1-2(当然它因图像大小而很低):
canvas.drawBitmap(getBigImage(), -x, -y, null);
/* getBigImage() method does nothing but returning
a Bitmap object (no calculation or decoding is performing in there) */
我试图从大图像中删除所需的图像,但fps仍然很低:
Bitmap b = Bitmap.createBitmap(getBigImage(), x, y, sw, sh);
canvas.drawBitmap(b, 0, 0, null);
如何用高fps绘制这个大位图?
答案 0 :(得分:3)
尝试
drawBitmap(Bitmap bitmap, Rect src, Rect dst, Paint paint)
从源图像中获取一个像素矩形,以在Canvas上的矩形中显示。当我进行滚动游戏时,我发现这会更快。
答案 1 :(得分:1)
我在思考很多,想出了将输入位图划分为小块并将它们保存到数组的想法。所以现在绘制该位图我所要做的就是绘制可见的块。
照片:
大黑色矩形表示输入位图,绿色矩形表示视口,红色矩形表示绘制的可见块
我已经写了一个完成所有操作的对象(我还没有检查错误:/)。我测试了它,它以~45 fps绘制了3000x3000位图。我认为这种方式非常有效。对象本身可能需要更多地开发,但我认为这个功能足以满足我的需求。希望它能帮助某人:)
P.S。 https://stackoverflow.com/a/25953122/6121671 - 用它作灵感:)
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
public final class DividedBitmap {
private final Bitmap[][] mArray; // array where chunks is stored
private final int mWidth; // original (full) width of source image
private final int mHeight; // original (full) height of source image
private final int mChunkWidth; // default width of a chunk
private final int mChunkHeight; // default height of a chunk
/* Init */
public DividedBitmap(Bitmap src) {
this(new Options(src, 100, 100));
}
public DividedBitmap(Options options) {
mArray = divideBitmap(options);
mWidth = options.source.getWidth();
mHeight = options.source.getHeight();
mChunkWidth = options.chunkWidth;
mChunkHeight = options.chunkHeight;
}
/* Getters */
public int getWidth() {
return mWidth;
}
public int getHeight() {
return mHeight;
}
public Bitmap getChunk(int x, int y) {
if (mArray.length < x && x > 0 && mArray[x].length < y && y > 0) {
return mArray[x][y];
}
return null;
}
/* Methods */
/**
* x, y are viewport coords on the image itself;
* w, h are viewport's width and height.
*/
public void draw(Canvas canvas, int x, int y, int w, int h, Paint paint) {
if (x >= getWidth() || y >= getHeight() || x + w <= 0 || y + h <= 0)
return;
int i1 = x / mChunkWidth; // i1 and j1 are indices of visible chunk that is
int j1 = y / mChunkHeight; // on the top-left corner of the screen
int i2 = (x + w) / mChunkWidth; // i2 and j2 are indices of visible chunk that is
int j2 = (y + h) / mChunkHeight; // on the right-bottom corner of the screen
i2 = i2 >= mArray.length ? mArray.length - 1 : i2;
j2 = j2 >= mArray[i2].length ? mArray[i2].length - 1 : j2;
int offsetX = x - i1 * mChunkWidth;
int offsetY = y - j1 * mChunkHeight;
for (int i = i1; i <= i2; i++) {
for (int j = j1; j <= j2; j++) {
canvas.drawBitmap(
mArray[i][j],
(i - i1) * mChunkWidth - offsetX,
(j - j1) * mChunkHeight - offsetY,
paint
);
}
}
}
/* Static */
public static Bitmap[][] divideBitmap(Bitmap bitmap) {
return divideBitmap(new Options(bitmap, 100, 100));
}
public static Bitmap[][] divideBitmap(Options options) {
Bitmap[][] arr = new Bitmap[options.xCount][options.yCount];
for (int x = 0; x < options.xCount; ++x) {
for (int y = 0; y < options.yCount; ++y) {
int w = Math.min(options.chunkWidth, options.source.getWidth() - (x * options.chunkWidth));
int h = Math.min(options.chunkHeight, options.source.getHeight() - (y * options.chunkHeight));
arr[x][y] = Bitmap.createBitmap(options.source, x * options.chunkWidth, y * options.chunkHeight, w, h);
}
}
return arr;
}
public static final class Options {
final int chunkWidth;
final int chunkHeight;
final int xCount;
final int yCount;
final Bitmap source;
public Options(Bitmap src, int chunkW, int chunkH) {
chunkWidth = chunkW;
chunkHeight = chunkH;
xCount = ((src.getWidth() - 1) / chunkW) + 1;
yCount = ((src.getHeight() - 1) / chunkH) + 1;
source = src;
}
public Options(int xc, int yc, Bitmap src) {
xCount = xc;
yCount = yc;
chunkWidth = src.getWidth() / xCount;
chunkHeight = src.getHeight() / yCount;
source = src;
}
}
}