处理:如何提高程序的帧率?

时间:2010-12-01 00:30:56

标签: optimization processing

所以我已经在Processing工作了几个星期了,虽然我没有编程方面的经验,但我已经转向了更复杂的项目。我正在编程一个进化模拟器,它会生成具有随机属性的生物。

最终,我会添加复制品,但截至目前,这些生物只是漂浮在屏幕周围,并且稍微跟着鼠标。它与来自线路的声音相互作用,但我对这些部分进行了评论,以便可以在画布上查看,它不应该真正改变问题,我只是想我会指出它。

截至目前,帧速率对我来说远非理想,随着更多生物的产生,它逐渐降低。我是否犯了一些基本错误,或者我每帧只运行了太多功能?

以下是源代码,您可以在浏览器here中使用它:

//import ddf.minim.*;
//import ddf.minim.signals.*;
//import ddf.minim.analysis.*;
//import ddf.minim.effects.*;

//Minim minim;
//AudioInput in;
boolean newCreature = true;
boolean matured[];
int ellipses[];
int hair[];
int maxCreatureNumber = 75;
//int volume;
//int volumeTolerance = 1;
int creatureIndex = -1;
int creatureX[];
int creatureY[];
float strokeWeightAttribute[];
float creatureSize[];
float creatureEndSize[];
float creatureXIncrement[];
float creatureYIncrement[];
float bubbleSize;
float easing = 0.05;
float angle = 0.00;
color colorAttribute[];

void setup() {
    background(0);
    size(1000,500);
    noFill();
    //minim = new Minim(this);
    //in = minim.getLineIn(Minim.STEREO, 512);
    creatureX = new int[maxCreatureNumber];
    creatureY = new int[maxCreatureNumber];
    ellipses = new int[maxCreatureNumber];
    hair = new int[maxCreatureNumber];
    strokeWeightAttribute = new float[maxCreatureNumber];
    creatureEndSize = new float[maxCreatureNumber];
    creatureSize = new float[maxCreatureNumber];
    creatureXIncrement = new float[maxCreatureNumber];
    creatureYIncrement = new float[maxCreatureNumber];
    matured = new boolean[maxCreatureNumber];
    colorAttribute = new color[maxCreatureNumber];
}

void draw() {
  angle += 0.05;
  fill(0, 50);
  rect(-1, -1, 1001, 501);
  // for(int i = 0; i < in.bufferSize() - 1; i++) {
  //     if(in.mix.get(i) * 50 > volumeTolerance) {
  //         volume++;
  //     }
  // }
  if(newCreature && creatureIndex < maxCreatureNumber - 1) {
      initSpontaneousCreature();
  }
  updateCreatures();
  // bubbleSize = volume/250;
  bubbleSize += 0.01;
  // volume = 0;
}

//void stop() {
//    minim.stop();
//    super.stop();
//}

void initSpontaneousCreature() {
    creatureIndex++;
    creatureEndSize[creatureIndex] = int(random(5, 20));
    creatureX[creatureIndex] = int(random(1000));
    if(creatureX[creatureIndex] >= 500) {
        creatureX[creatureIndex] -= creatureEndSize[creatureIndex];
    }
    else {
        creatureX[creatureIndex] += creatureEndSize[creatureIndex];
    }
    creatureY[creatureIndex] = int(random(500));
    if(creatureY[creatureIndex] >= 250) {
        creatureY[creatureIndex] -= creatureEndSize[creatureIndex];
    }
    else {
        creatureY[creatureIndex] += creatureEndSize[creatureIndex];
    }
    ellipses[creatureIndex] = int(random(4));
    hair[creatureIndex] = int(random(4));
    strokeWeightAttribute[creatureIndex] = random(1, 4);
    colorAttribute[creatureIndex] = color(int(random(20,255)), int(random(20,255)), int(random(20,255)));
    matured[creatureIndex] = false;
    newCreature = false;
    while(ellipses[creatureIndex] == 0 && hair[creatureIndex] == 0) {
        ellipses[creatureIndex] = int(random(4));
        hair[creatureIndex] = int(random(4));
    }
}

void updateCreatures() {
    for(int n = 0; n <= creatureIndex; n++) {
        if(matured[n]) {
            creatureX[n] += ((((mouseX) - creatureX[n]) * easing) / (60/*-abs(volume/5))*/)) + random(-5, 6);
            creatureY[n] += ((((mouseY) -creatureY[n]) * easing) / (60/*-abs(/*volume/5))*/)) + random(-5,6);
            drawCreature();
        }
        else {
            if(creatureEndSize[n] != creatureSize[n]) {
                creatureSize[n] += bubbleSize;
                if(creatureSize[n] > creatureEndSize[n]) {
                    creatureSize[n] -= (creatureSize[n] - creatureEndSize[n]);
                }
            }
            else {
                newCreature = true;
                matured[n] = true;
                // bubbleSize = 0;
            }
            drawCreature();
        }
    }
}

void drawCreature() {
    for(int n = 0; n <= creatureIndex; n++) {
        if(matured[n]) {
            stroke(colorAttribute[n]);
            strokeWeight(strokeWeightAttribute[n]);
            for(int i = 0; i <= 4; i++) {
                if(ellipses[n] == i) {
                    if(i == 0) {

                    }
                    else if (i == 1) {
                      pushMatrix();
                      translate(creatureX[n], creatureY[n]);
                      ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
                      rotate(radians(180));
                      ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
                      popMatrix();
                    }
                    else if(i == 2) {
                      pushMatrix();
                      translate(creatureX[n], creatureY[n]);
                      ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
                      rotate(radians(180));
                      ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
                      rotate(radians(270));
                      ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
                      popMatrix();

                    }
                    else if(i == 3) {
                      pushMatrix();
                      translate(creatureX[n], creatureY[n]);
                      ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
                      rotate(radians(90));
                      ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
                      rotate(radians(180));
                      ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
                      rotate(radians(270));
                      ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
                      popMatrix();
                    }
                }
                if(hair[n] == i) {
                    if(i == 0) {

                    }
                    else if (i == 1) {
                        pushMatrix();
                        translate(creatureX[n], creatureY[n]);
                        for(int j = 0; j <= 360; j+=70) {
                            rotate(j);
                            stroke(colorAttribute[n], random(255));
                            line(0,0, creatureSize[n] + random(10), creatureSize[n] + random(10));
                        }
                        popMatrix();
                    }
                    else if(i == 2) {
                        pushMatrix();
                        translate(creatureX[n], creatureY[n]);
                        for(int j = 0; j <= 360; j+=30) {
                            rotate(j);
                            stroke(colorAttribute[n], random(255));
                            line(0,0, creatureSize[n] + random(10), creatureSize[n] + random(10));
                        }
                        popMatrix();
                    }
                    else if(i == 3) {
                        pushMatrix();
                        translate(creatureX[n], creatureY[n]);
                        for(int j = 0; j <= 360; j+=1) {
                            rotate(j);
                            stroke(colorAttribute[n], random(255));
                            line(0,0, creatureSize[n] + random(10), creatureSize[n] + random(10));
                        }
                        popMatrix();
                    }
                }
            }
        }
        if(!matured[n]) {
            stroke(abs(sin(angle) * 255));
            //strokeWeight(5);
            ellipse(creatureX[n], creatureY[n], creatureSize[n] * 5,  creatureSize[n] * 5);
            noStroke();
        }
    }
}

3 个答案:

答案 0 :(得分:12)

是的,正如我所怀疑的那样,所有不必要的pushMatrix()popMatrix()调用以及大量的行似乎都是主要的罪魁祸首,但仍然存在大量冗余代码。

我只是以更干净的方式重构代码,它似乎运行良好。 这是我的“改进版”:

int maxCreatures = 75;
int numCreatures = 0;
int spawnNthFrame = 50;//spawn a creature every 50 frames
Creature[] creatures;

void setup() {
  background(0);
  size(1000,500);
  noFill();
  creatures = new Creature[maxCreatures];
}

void draw() {
  fill(0, 50);
  rect(-1, -1, 1001, 501);
  if(frameCount % spawnNthFrame == 0){
    println("creatures: " + numCreatures);
    if(numCreatures < maxCreatures) {
      //Creature constructor float endSize,int x, int y,int ellipses,int hair,float strokeW,color c
      creatures[numCreatures] = new Creature(random(5, 20),int(random(1000)),int(random(500)),int(random(4)),int(random(4)),random(1, 4),color(int(random(20,255)), int(random(20,255)), int(random(20,255))));
      numCreatures++;
    }
  }
  for(int i = 0; i < numCreatures; i++) creatures[i].update();
}

和Creature类:

class Creature{
 int x,y,cXInc,cYInc;//if x,y are ints, increments would be into, right?
 float cStrokeWeight,cSize,cEndSize,cSizeInc = 0.01,easing = 0.05,angle = 0.00;
 color cColor;
 int hair,numHair,ellipses;
 boolean matured = false;

 Creature(float endSize,int x, int y,int ellipses,int hair,float strokeW,color c){
    cEndSize = endSize;
    this.x = x;
    if(x >= 500) x -= cEndSize;
    else         x += cEndSize;
    this.y = y;
    if(y >= 250) x -= cEndSize;
    else         x += cEndSize;
    this.ellipses = ellipses;
    this.hair = hair;
    if(hair == 1) numHair = 3;//~5, half that, draw through centre, etc.
    if(hair == 2) numHair = 6;
    if(hair == 3) numHair = 30;//no default value
    cStrokeWeight = strokeW;
    this.cColor = c;
 }
 void update(){
   if(matured) { 
    x += (((mouseX - x) * easing) / 60) + random(-5, 6);
    y += (((mouseY - y) * easing) / 60) + random(-5, 6);
   }else {
    if(cSize < cEndSize) cSize += cSizeInc;
    else matured = true;
    angle += 0.05;
   } 
   this.draw();
 }
 void draw(){
   if(matured){
     stroke(cColor);
     strokeWeight(cStrokeWeight);
     if(ellipses == 1){//2 ellipses diagonally
       ellipse(x,y,cSize,cSize);
       ellipse(x+cSize,y+cSize,cSize,cSize);
     }
     if(ellipses == 2){
       ellipse(x,y,cSize,cSize);
       ellipse(x,y+cSize,cSize,cSize);
       ellipse(x+cSize,y+cSize,cSize,cSize);
     }
     if(ellipses == 3){
       ellipse(x,y,cSize,cSize);
       ellipse(x+cSize,y,cSize,cSize);
       ellipse(x,y+cSize,cSize,cSize);
       ellipse(x+cSize,y+cSize,cSize,cSize);
     }
     float hairAngleInc = TWO_PI/numHair;//angle increment for each piece = 360/number of hair lines
     float hairAngle,hairLength,hairCos,hairSin;
     for(int i = 0; i < numHair; i++){
       hairAngle = hairAngleInc * i;
       hairCos = cos(hairAngle);
       hairSin = sin(hairAngle);
       hairLength = random(20);
       stroke(cColor, random(255));
       line(x + (hairCos * -hairLength),y + (hairSin * -hairLength), x + (hairCos * hairLength),y + (hairSin * hairLength)); 
     }
   }else{
     stroke(abs(sin(angle) * 255));
     ellipse(x,y, cSize * 5,  cSize * 5);
   }
 }
}

好的,现在是解释。

首先,我将所有与一个生物相关的变量与“全局”变量分开,这些变量决定了草图的运行方式(产生了多少生物等)。

这使得主代码长约25行,总共略低于100行,不到原来的一半。

第一部分没有做任何特别的事情。在 draw()函数中,我不是每帧都创建一个Creature,而是使用 spawnNthFrame 变量在每第N帧绘制一个,这样可以很容易地看到生物使它变慢。如果你为这个变量设置一个像2这样的小数字,它应该每帧产生很多生物。

Creature类具有原始代码存储在数组中的所有属性。

而不是做

pushMatrix();
translate();
ellipse();
rotate()
ellipse()
popMatrix();

我只是在x,y处画椭圆。 旋转的一点暗示。我注意到他们是增量 90度。 处理有一些很好的常量 90,180,360 度 以弧度为单位: HALF_PI,PI,TWO_PI ,有时候很方便。

现在对于'毛茸茸'的情况,这是我为自己评论的内容:

//if(i == 1) for(int j = 0; j <= 360; j+=70) , well 360/70 is about 5, if (i == 2) , 12 hair
//if = 3-> 360 lines ? do you really need that many lines, that thick ? how about 30 ? 5*12=60, but if you draw the lines through the centre, not from the centre, you can get away with half the lines

因此绘制线有3个循环,每个循环都有不同的增量。基本上 有360/70线,360/30线和360线。 大致约5,12和360线。关于5,12条线,我通过在中心绘制“直径”线而不是从中心的“半径”线来减半。

这就是我的意思, halfLines

另外我认为360行与那个中风和紧张的动作可能看起来像一堆难以计数的线,所以我想,为什么分裂? :P

也许这个生物看起来非常相似,大约60个半径,这意味着30个直径。

现在解释一下用于此的一些trig函数。 主要是'极地到笛卡尔'坐标转换:

Polar会是这样的:

“我正朝着角度描述的方向移动(非常像一个时钟的手柄)和半径(距离中心的距离)。”

和笛卡儿

“我的移动基于两个(水平/ X和垂直/ Y),有点像曼哈顿的街道,但我作弊并且还沿着对角线穿过墙壁。”

如果这有任何意义...... :) 无论如何,您使用以下公式将角度和半径对转换为 x和y 对:

x = cos(angle) * radius
y = sin(angle) * radius

对于每一行:

angle = hairAngle
radius = hairLength

所以 line()与* x +(hairCos * -hairLength)*看起来有点像这样:

x + (hairCos * -hairLength) = 
move to x and from there move by hairLength
to the left(-) for the current angle (hairCos)

类似于y,但是使用cos,所以这将线的第一个点放在从中心移动的角度的相反直接(-hairLength)(这是生物的x),第二个是'对角线'。想象一下画'对角线'(从(-x,-y)到(+ x,+ y)),但你也可以旋转它们。

<强>更新

显然也会复制/粘贴此代码works in javascript(最好在Chromium / Chrome中查看)。你也可以在这里运行它:

var maxCreatures = 75;
var numCreatures = 0;
var spawnNthFrame = 50;//spawn a creature every 50 frames
var creatures = [];

function setup() {
  background(0);
  createCanvas(1000,500);
  noFill();
}

function draw() {
  fill(0, 50);
  rect(-1, -1, 1001, 501);
  if(frameCount % spawnNthFrame === 0){
    println("creatures: " + numCreatures);
    if(numCreatures < maxCreatures) {
      //Creature constructor float endSize,int x, int y,int ellipses,int hair,float strokeW,color c
      creatures[numCreatures] = new Creature(random(5, 20),int(random(1000)),int(random(500)),int(random(4)),int(random(4)),random(1, 4),color(int(random(20,255)), int(random(20,255)), int(random(20,255))));
      numCreatures++;
    }
  }
  for(var i = 0; i < numCreatures; i++) creatures[i].update();
}




function Creature(endSize,x,y,ellipses,hair,strokeW,c){
 this.x = x;
 this.y = y;
 this.ellipses = ellipses;
 this.hair = hair;
 this.numHair = 0;
 this.cStrokeWeight = strokeW;
 this.cColor = c;
 this.cXInc = 0;
 this.cYInc = 0.01;
 this.cSize = 0;
 this.cEndSize = endSize;
 this.easing = 0.05;
 this.angle = 0.0;
 this.matured = false;
 
    if(x >= 500) x -= this.cEndSize;
    else         x += this.cEndSize;
    if(y >= 250) x -= this.cEndSize;
    else         x += this.cEndSize;
    if(hair == 1) this.numHair = 3;//~5, half that, draw through centre, etc.
    if(hair == 2) this.numHair = 6;
    if(hair == 3) this.numHair = 30;//no default value


 this.update = function(){
   if(this.matured) { 
    this.x += (((mouseX - this.x) * this.easing) / 60) + random(-5, 6);
    this.y += (((mouseY - this.y) * this.easing) / 60) + random(-5, 6);
   }else {
    if(this.cSize < this.cEndSize) this.cSize += this.cSizeInc;
    else this.matured = true;
    this.angle += 0.05;
   } 
   this.draw();
 }
 this.draw = function(){
   if(this.matured){
     stroke(this.cColor);
     strokeWeight(this.cStrokeWeight);
     if(this.ellipses == 1){//2 ellipses diagonally
       ellipse(this.x,this.y,this.cSize,this.cSize);
       ellipse(this.x+this.cSize,this.y+this.cSize,this.cSize,this.cSize);
     }
     if(this.ellipses == 2){
       ellipse(this.x,this.y,this.cSize,this.cSize);
       ellipse(this.x,this.y+this.cSize,this.cSize,this.cSize);
       ellipse(this.x+this.cSize,this.y+this.cSize,this.cSize,this.cSize);
     }
     if(this.ellipses == 3){
       ellipse(this.x,this.y,this.cSize,this.cSize);
       ellipse(this.x+this.cSize,this.y,this.cSize,this.cSize);
       ellipse(this.x,this.y+this.cSize,this.cSize,this.cSize);
       ellipse(this.x+this.cSize,this.y+this.cSize,this.cSize,this.cSize);
     }
     var hairAngleInc = TWO_PI/this.numHair;//angle increment for each piece = 360/number of hair lines
     var hairAngle,hairLength,hairCos,hairSin;
     for(var i = 0; i < this.numHair; i++){
       hairAngle = hairAngleInc * i;
       hairCos = cos(hairAngle);
       hairSin = sin(hairAngle);
       hairLength = random(20);
       stroke(this.cColor, random(255));
       line(this.x + (hairCos * -hairLength),this.y + (hairSin * -hairLength), this.x + (hairCos * hairLength),this.y + (hairSin * hairLength)); 
     }
   }else{
     stroke(abs(sin(this.angle) * 255));
     ellipse(this.x,this.y, this.cSize * 5,  this.cSize * 5);
   }
 }
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.4.4/p5.min.js"></script>

Creatures JS sketch preview

答案 1 :(得分:6)

您可以使用frameRate(fps)功能。它的作用是,它指定每秒显示的帧数。但是,如果处理器速度不足以维持指定的速率,则无法实现。例如,函数调用frameRate(30)将尝试每秒刷新30次。建议将帧速率设置为setup()

请记住,在没有指定帧速率的情况下使用draw(),默认情况下它将以60 fps运行。

答案 2 :(得分:5)

嗯,这是好老random-pause method。这是“穷人的探员”。

快照几次。这将告诉你到底花了最多的时间。如果你能做得更快,你应该看到的东西。 它将以增加的帧率显示。