最近我开始编写游戏Snake 4d(Game explanation,C++/openGL version of the game)的C ++版本。我真的是一个编程初学者...所以每个评论,甚至编程风格都是值得赞赏的。
在“蛇”(6)立方体之后我有一个帧落 游戏逻辑留在蛇存储在一个名为snake.p_list的向量中的事实,每当蛇与食物碰撞时(在程序cibo中调用),它将向p_list添加一个新对象。 可能是由于游戏引擎?或者你对于什么会导致帧丢失有另一个想法?你知道如何使这些功能看起来更好吗?
好的我跑了探查器...并且: 申请资料:
可能是绘图功能:(
绘图功能:
for(p = p_list.begin();p != p_list.end(); p++){
Polygon4 p1 = *p;
if(prj == PRJ_2D){
//parameters to project in 2d
double angle = PI/4;
double Cx = 0.;
double Lx = 50./2;
double p_cam = 10.;
//actually simply fits...
for(int i = 0; i < 32; ++i){
V4 v1_2d = p1.v_list[p1.e_list[i].e[0]];
V4 v2_2d = p1.v_list[p1.e_list[i].e[1]];
double x1 = Cx + (Lx*v1_2d[c_i])/(p_cam*2*tan(angle));
double y1 = Cx + (Lx*v1_2d[c_j])/(p_cam*2*tan(angle));
double x2 = Cx + (Lx*v2_2d[c_i])/(p_cam*2*tan(angle));
double y2 = Cx + (Lx*v2_2d[c_j])/(p_cam*2*tan(angle));
float mat_specular[] ={0.1,0.1,0.1,0.1};
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
GLfloat mat_shininess[] = { 0 };
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
GLfloat mat_color[] = {p1.color.r,p1.color.g,p1.color.b,0.5};
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_color);
glBegin(GL_LINES);
glVertex3f(x1,y1,0.);
glVertex3f(x2,y2,0.);
glEnd();
}
}
else{
for(vertex = p1.v_list.begin(); vertex != p1.v_list.end(); vertex++){
v3d = cam.prj_p(*vertex);
tesseract_prj.v_list.push_back(v3d);
}
tesseract_prj.e_list = p1.e_list;
tesseract_prj.f_list = p1.f_list;
//edges render
for(int i = 0; i <32; ++i){
V3 v1 = tesseract_prj.v_list[tesseract_prj.e_list[i].e[0]];
V3 v2 = tesseract_prj.v_list[tesseract_prj.e_list[i].e[1]];
float mat_specular[] ={0.1,0.1,0.1,0.1};
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
GLfloat mat_shininess[] = { 0 };
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
GLfloat mat_color[] = {0.0,0.0,0.0,1.};
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_color);
glBegin(GL_LINES);
glVertex3f(v1[0],v1[1],v1[2]);
glVertex3f(v2[0],v2[1],v2[2]);
glEnd();
}
//faces render
for(int i = 0; i<24; ++i){
V3 v1 = tesseract_prj.v_list[tesseract_prj.f_list[i].f[0]];
V3 v2 = tesseract_prj.v_list[tesseract_prj.f_list[i].f[1]];
V3 v3 = tesseract_prj.v_list[tesseract_prj.f_list[i].f[2]];
V3 v4 = tesseract_prj.v_list[tesseract_prj.f_list[i].f[3]];
GLfloat mat_color[] = {p1.color.r,p1.color.g,p1.color.b,0.5};
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_color);
glBegin(GL_QUADS);
glVertex3f(v1[0],v1[1],v1[2]);
glVertex3f(v2[0],v2[1],v2[2]);
glVertex3f(v3[0],v3[1],v3[2]);
glVertex3f(v4[0],v4[1],v4[2]);
glEnd();
}
tesseract_prj.e_list.clear();
tesseract_prj.v_list.clear();
}
答案 0 :(得分:1)
如果循环中每个元素的材质属性没有变化,您可以改为:
float mat_specular[] ={0.1,0.1,0.1,0.1};
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
GLfloat mat_shininess[] = { 0 };
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
GLfloat mat_color[] = {0.0,0.0,0.0,1.};
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_color);
glBegin(GL_LINES);
for(int i = 0; i <32; ++i)
{
glVertex3f(v1[0],v1[1],v1[2]); //note: drawing multiple lines with one
glVertex3f(v2[0],v2[1],v2[2]); //glBegin/glEnd pair will be much faster
}
glEnd();
使用glColorMaterial也可能比glMaterialfv更快:
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL); //now ambient and diffuse is set by glColor4f()
glBegin(GL_QUADS);
for(int i = 0; i<24; ++i)
{
glColor4f(r,g,b,0.5);
glVertex3f(v1[0],v1[1],v1[2]);
glVertex3f(v2[0],v2[1],v2[2]);
glVertex3f(v3[0],v3[1],v3[2]);
glVertex3f(v4[0],v4[1],v4[2]);
}
glEnd();
glDisable(GL_COLOR_MATERIAL);//now use glMaterialfv() for ambient and diffuse (optional)
此外,这允许您更改每个四边形(甚至每个顶点)的颜色,但只使用一个glBegin(GL_QUADS)/ glEnd()对而不是24(这可能会产生很大的速度差异)。此外,如果所有四边形的颜色相同,你可以在循环之外调用glColor4f()。