我开始观看使用LWJGL创建2D自上而下游戏的these教程,我读到VBO应该很快但是每帧渲染48 * 48个图块我只得到大约100FPS这很慢因为我将为游戏添加更多东西,而不仅仅是一些静态,不移动或更改的瓷砖。
我可以做些什么来加快速度?请记住,我刚开始学习lwjgl和opengl,所以我可能不会知道很多东西。
无论如何,这里是我的代码的一些部分(我从代码中删除了一些有点无意义的部分,并用一些描述替换它们):
主循环
double targetFPS = 240.0;
double targetUPS = 60.0;
long initialTime = System.nanoTime();
final double timeU = 1000000000 / targetUPS;
final double timeF = 1000000000 / targetFPS;
double deltaU = 0, deltaF = 0;
int frames = 0, updates = 0;
long timer = System.currentTimeMillis();
while (!window.shouldClose()) {
long currentTime = System.nanoTime();
deltaU += (currentTime - initialTime) / timeU;
deltaF += (currentTime - initialTime) / timeF;
initialTime = currentTime;
if (deltaU >= 1) {
// --- [ update ] ---
--INPUT HANDLING FOR BASIC MOVEMENT, CLOSING THE GAME AND TURNING VSYNC ON AND OFF USING A METHOD FROM THE INPUT HANDLER CLASS--
world.correctCamera(camera, window);
window.update();
updates++;
deltaU--;
}
if (deltaF >= 1) {
// --- [ render ] ---
glClear(GL_COLOR_BUFFER_BIT);
world.render(tileRenderer, shader, camera, window);
window.swapBuffers();
frames++;
deltaF--;
}
--PRINTING THE FPS AND UPS EVERY SECOND--
}
使用的输入处理程序方法:
I have this in my constructor:
this.keys = new boolean[GLFW_KEY_LAST];
for(int i = 0; i < GLFW_KEY_LAST; i++)
keys[i] = false;
And here are the methods:
public boolean isKeyDown(int key) {
return glfwGetKey(window, key) == 1;
}
public boolean isKeyPressed(int key) {
return (isKeyDown(key) && !keys[key]);
}
public void update() {
for(int i = 32; i < GLFW_KEY_LAST; i++)
keys[i] = isKeyDown(i);
}
这是World类的渲染方法:
public void render(TileRenderer renderer, Shader shader, Camera camera, Window window) {
int posX = ((int) camera.getPosition().x + (window.getWidth() / 2)) / (scale * 2);
int posY = ((int) camera.getPosition().y - (window.getHeight() / 2)) / (scale * 2);
for (int i = 0; i < view; i++) {
for (int j = 0; j < view; j++) {
Tile t = getTile(i - posX, j + posY);
if (t != null)
renderer.renderTile(t, i - posX, -j - posY, shader, world, camera);
}
}
}
这是来自TileRenderer的renderTile()方法:
public void renderTile(Tile tile, int x, int y, Shader shader, Matrix4f world, Camera camera) {
shader.bind();
if (tileTextures.containsKey(tile.getTexture()))
tileTextures.get(tile.getTexture()).bind(0);
Matrix4f tilePosition = new Matrix4f().translate(new Vector3f(x * 2, y * 2, 0));
Matrix4f target = new Matrix4f();
camera.getProjection().mul(world, target);
target.mul(tilePosition);
shader.setUniform("sampler", 0);
shader.setUniform("projection", target);
model.render();
}
这是Model类的构造函数和render方法:
public Model(float[] vertices, float[] texture_coords, int[] indices) {
draw_count = indices.length;
v_id = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, v_id);
glBufferData(GL_ARRAY_BUFFER, createBuffer(vertices), GL_STATIC_DRAW);
t_id = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, t_id);
glBufferData(GL_ARRAY_BUFFER, createBuffer(texture_coords), GL_STATIC_DRAW);
i_id = glGenBuffers();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, i_id);
IntBuffer buffer = BufferUtils.createIntBuffer(indices.length);
buffer.put(indices);
buffer.flip();
glBufferData(GL_ELEMENT_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
public void render() {
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, v_id);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, t_id);
glVertexAttribPointer(1, 2, GL_FLOAT, false, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, i_id);
glDrawElements(GL_TRIANGLES, draw_count, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
}
我在tile渲染器中存储顶点,纹理坐标和索引:
float[] vertices = new float[]{
-1f, 1f, 0, //top left 0
1f, 1f, 0, //top right 1
1f, -1f, 0, //bottom right 2
-1f, -1f, 0, //bottom left 3
};
float[] texture = new float[]{
0, 0,
1, 0,
1, 1,
0, 1,
};
int[] indices = new int[]{
0, 1, 2,
2, 3, 0
};
我不知道还有什么可以放在这里,但github here上提供了完整的源代码和资源+着色器文件。
答案 0 :(得分:0)
使用您当前的系统,我建议您根据纹理对切片进行分组。创建这样的东西:
Map<Texture, List<Tile>> tiles = new HashMap<Texture, List<Tile>>()
然后,当你去渲染你的瓷砖地图时,你只需要为每组瓷砖设置一次纹理,而不是每个瓷砖设置一次。这节省了用于将纹理/纹理ID推送到GPU的PCI-E带宽。你可以像这样实现(伪代码):
for (Texture tex : tile.keySet())
{
BIND TEXTURE
for (Tile tile : tiles.get(tex))
{
SET UNIFORMS
RENDER
}
}
我在这些方面看到的其他内容是您将投影矩阵分别推向每个图块。当您运行着色器程序时,给定制服的值保持不变,直到您更改它或直到程序结束。将投影矩阵设置为均匀一次。
您似乎每隔renderTile(...)
调用一次。如果值未更改,请在渲染过程之前计算一次,然后将其作为renderTile(...)
方法中的变量传递,而不是传入camera
和world
。