Il modo migliore per aumentare le prestazioni del mio gioco LWJGL?
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10-12-2019 - |
Domanda
Sto mettendo insieme un piccolo progetto per la scuola che comporta il rendering della tabella periodica. Ho scelto di usare lwjgl per farlo. Il problema è, tuttavia, che quando renderò il tavolo, il gioco inizia a ~ 30fps (tappato a 60 fps) e fluttua rapidamente a un fps a cifra singola. Credo che il problema possa essere una perdita di memoria, ma non sono sicuro. Qualcuno può vedere eventuali problemi rafforzati con il mio codice? Ecco le classi principali coinvolte nel rendering della tabella:
EntitàPerodittable: incaricato di tenere una vasta gamma di oggetti di entità (vedi sotto), attivando la loro logica (tick () e updateinput ()). confezione com.flafla2.periodicable;
import org.lwjgl.opengl.GL11;
public class EntityPeriodicTable extends ClickableEntity { //ClickableEntity is an abstract class in charge of the tick(), updateInput(), and render() methods, as well as positioning
public EntityElement[] elements = {//This is unfinished, but you get the idea.
//new EntityElement(Atomic #, State, Metal, "Symbol", "Name", new Vector2D(posx,posy), this)
new EntityElement(1, 2, 2, "H", "Hydrogen", new Vector2D(1,1), this),
new EntityElement(2, 2, 2, "He", "Helium", new Vector2D(18,1), this),
new EntityElement(3, 0, 0, "Li", "Lithium", new Vector2D(1,2), this),
new EntityElement(4, 0, 0, "Be", "Beryllium", new Vector2D(2,2), this),
new EntityElement(5, 0, 1, "B", "Boron", new Vector2D(13,2), this),
new EntityElement(6, 0, 2, "C", "Carbon", new Vector2D(14,2), this),
new EntityElement(7, 2, 2, "N", "Nitrogen", new Vector2D(15,2), this),
new EntityElement(8, 2, 2, "O", "Oxygen", new Vector2D(16,2), this),
new EntityElement(9, 2, 2, "F", "Fluorine", new Vector2D(17,2), this),
new EntityElement(10,2, 2, "Ne", "Neon", new Vector2D(18,2), this),
new EntityElement(11, 0, 0, "Na", "Sodium", new Vector2D(1,3), this),
new EntityElement(12, 0, 0, "Mg", "Magnesium", new Vector2D(2,3), this),
new EntityElement(13, 0, 0, "Al", "Aluminum", new Vector2D(13,3), this),
new EntityElement(14, 0, 1, "Si", "Silicon", new Vector2D(14,3), this),
new EntityElement(15, 0, 2, "P", "Phosphorous", new Vector2D(15,3), this),
new EntityElement(16, 0, 2, "S", "Sulfur", new Vector2D(16,3), this),
new EntityElement(17, 2, 2, "Cl", "Chlorine", new Vector2D(17,3), this),
new EntityElement(18, 2, 2, "Ar", "Argon", new Vector2D(18,3), this),
new EntityElement(19, 0, 0, "K", "Potassium", new Vector2D(1,4), this),
new EntityElement(20, 0, 0, "Ca", "Calcium", new Vector2D(2,4), this),
new EntityElement(21, 0, 0, "Sc", "Scandium", new Vector2D(3,4), this),
new EntityElement(22, 0, 0, "Ti", "Hydrogen", new Vector2D(4,4), this),
new EntityElement(23, 0, 0, "V", "Hydrogen", new Vector2D(5,4), this),
new EntityElement(24, 0, 0, "Cr", "Hydrogen", new Vector2D(6,4), this),
new EntityElement(25, 0, 0, "Mn", "Hydrogen", new Vector2D(7,4), this),
new EntityElement(26, 0, 0, "Fe", "Hydrogen", new Vector2D(8,4), this),
new EntityElement(27, 0, 0, "Co", "Hydrogen", new Vector2D(9,4), this),
new EntityElement(28, 0, 0, "Ni", "Hydrogen", new Vector2D(10,4), this),
new EntityElement(29, 0, 0, "Cu", "Hydrogen", new Vector2D(11,4), this),
new EntityElement(30, 0, 0, "Zn", "Hydrogen", new Vector2D(12,4), this),
new EntityElement(31, 0, 0, "Ga", "Hydrogen", new Vector2D(13,4), this),
new EntityElement(32, 0, 1, "Ge", "Hydrogen", new Vector2D(14,4), this),
new EntityElement(33, 0, 1, "As", "Hydrogen", new Vector2D(15,4), this),
new EntityElement(34, 0, 2, "Se", "Hydrogen", new Vector2D(16,4), this),
new EntityElement(35, 1, 2, "Br", "Hydrogen", new Vector2D(17,4), this),
new EntityElement(36, 2, 2, "Kr", "Hydrogen", new Vector2D(18,4), this),
};
public final int ELEMENT_SIZE = 40;
public Vector2D mousePos = new Vector2D(0,0); //Simple 2D vector struct.
public double[] SOLID_RGB = {0,0,0};
public double[] LIQUID_RGB = {0,0,1};
public double[] GAS_RGB = {1,0,0};
public double[] METAL_RGB;
public double[] NONMETAL_RGB;
public double[] METALLOID_RGB;
public double[] RECENT_RGB;
public EntityPeriodicTable(Vector2D pos) {
this.pos = pos;
METAL_RGB = new double[3];
METAL_RGB[0] = 0.596078431; //152/255
METAL_RGB[1] = 0.984313725; //251/255
METAL_RGB[2] = 0.596078431; //152/255
NONMETAL_RGB = new double[3];
NONMETAL_RGB[0] = 1;
NONMETAL_RGB[1] = 0.647058824; //165/255
NONMETAL_RGB[2] = 0;
METALLOID_RGB = new double[3];
METALLOID_RGB[0] = 0.866666667; //221/255
METALLOID_RGB[1] = 0.62745098; //160/255
METALLOID_RGB[2] = 0.866666667; //221/255
RECENT_RGB = new double[3];
RECENT_RGB[0] = 0.803921569; //205/255
RECENT_RGB[1] = 0.788235294; //201/255
RECENT_RGB[2] = 0.788235294; //201/255
}
@Override
void render() {
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
for(int x=0;x<elements.length;x++)
elements[x].render();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_BLEND);
for(int x=0;x<elements.length;x++)
elements[x].renderWithTex();
}
@Override
void tick() {
for(int x=0;x<elements.length;x++)
elements[x].tick();
}
@Override
public void updateInput(Vector2D mousePos)
{
this.mousePos = mousePos;
for(int x=0;x<elements.length;x++)
{
if(mousePos.isInBoundsWithDim(elements[x].pos.x, elements[x].pos.y, elements[x].dim.x, elements[x].dim.y))
elements[x].isSelected = true;
else
elements[x].isSelected = false;
}
}
@Override
void onEntityClicked() {
for(int x=0;x<elements.length;x++)
{
if(mousePos.isInBoundsWithDim(elements[x].pos.x, elements[x].pos.y, elements[x].dim.x, elements[x].dim.y))
elements[x].onEntityClicked();
}
}
}
.
Entityelement: contiene i dati di un elemento specifico sulla tabella e render it (il codice di rendering è incompiuto)
package com.flafla2.periodicTable;
import org.lwjgl.opengl.GL11;
public class EntityElement extends ClickableEntity {
String symbol;
String element;
int atomicNumber;
EntityPeriodicTable table;
int state;//0=solid, 1=liquid, 2=gas
int metalState;//0=metal, 1=metalloid, 2=nonmetal, 3=discovered recently
Vector2D gridPos;
public EntityElement(int an, int st, int ms, String sy, String en, Vector2D gp, EntityPeriodicTable pt)
{
symbol = sy;
element = en;
atomicNumber = an;
table = pt;
state = st;
metalState = ms;
gridPos = gp;
dim.x = table.ELEMENT_SIZE; dim.y = table.ELEMENT_SIZE;
pos.x = table.pos.x + table.ELEMENT_SIZE*(gridPos.x-1); pos.y = table.pos.y + table.ELEMENT_SIZE*(gridPos.y-1);
}
public double[] getStateColor()
{
switch(state)
{
case 0:
return table.SOLID_RGB;
case 1:
return table.LIQUID_RGB;
case 2:
return table.GAS_RGB;
default:
double[] d = {0.0d,0.0d,0.0d};
return d;
}
}
public double[] getMetalColor()
{
switch(metalState)
{
case 0:
return table.METAL_RGB;
case 1:
return table.METALLOID_RGB;
case 2:
return table.NONMETAL_RGB;
case 3:
return table.RECENT_RGB;
default:
double[] d = {0.0d,0.0d,0.0d};
return d;
}
}
@Override
void render() {
GL11.glPushMatrix();
GL11.glTranslatef(pos.x, pos.y, 0);
double[] d = getMetalColor();
GL11.glColor3d(d[0], d[1], d[2]);
GL11.glBegin(GL11.GL_QUADS);
{
GL11.glVertex2f(0, 0);//topleft
GL11.glVertex2f(dim.x, 0);//topright
GL11.glVertex2f(dim.x, dim.y);//bottomright
GL11.glVertex2f(0, dim.y);//bottomleft
}
GL11.glEnd();
GL11.glColor3d(1.0d, 1.0d, 1.0d);
GL11.glPopMatrix();
}
public void renderWithTex()
{
Font.drawString(symbol, new Vector2D(pos.x+dim.x/2-Font.getStringWidth(symbol,2)/2,pos.y+dim.y/2-Font.FONT_HEIGHT), 2);
}
@Override
void tick() {
if(isSelected)
{
dim.x = table.ELEMENT_SIZE+6; dim.y = table.ELEMENT_SIZE+6;
pos.x = table.pos.x + table.ELEMENT_SIZE*(gridPos.x-1)-3; pos.y = table.pos.y + table.ELEMENT_SIZE*(gridPos.y-1)-3;
} else
{
dim.x = table.ELEMENT_SIZE; dim.y = table.ELEMENT_SIZE;
pos.x = table.pos.x + table.ELEMENT_SIZE*(gridPos.x-1); pos.y = table.pos.y + table.ELEMENT_SIZE*(gridPos.y-1);
}
}
@Override
void onEntityClicked() {
}
}
.
Carattere: Maniglie di rendering del testo sullo schermo:
package com.flafla2.periodicTable;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import org.lwjgl.opengl.GL11;
public class Font {
public static final String fontText = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789:;?!\"&',-.[]#()+ ";
public static final BufferedImage fontSheet = TextureLoader.loadTexture("/res/text.png");
public static final int FONT_WIDTH = 9;
public static final int FONT_HEIGHT = 8;
public static void drawString(String s, Vector2D pos, float dim)
{
drawString(s,pos,new Vector2D((int)Math.floor(dim*FONT_WIDTH),(int)Math.floor(dim*FONT_HEIGHT)));
}
public static void drawString(String s, Vector2D pos)
{
drawString(s,pos,new Vector2D(9,8));
}
public static void drawString(String s, Vector2D pos, Vector2D dim)
{
for(int x=0;x<s.length();x++)
{
drawLetter(s.charAt(x),new Vector2D(pos.x+dim.x*x,pos.y),dim);
}
}
public static int getStringWidth(String s)
{
return s.length()*FONT_WIDTH;
}
public static int getStringWidth(String s,float f)
{
return (int)Math.floor(s.length()*FONT_WIDTH*f);
}
public static Vector2D getPosOfLetterOnImg(Character c,int gridNumb)
{
int xOffset = 0;
int yOffset = 0;
if(!c.equals(' '))
{
int letterNumb = fontText.indexOf(c);
xOffset = (letterNumb%26)*FONT_WIDTH;
if(xOffset != 0)
xOffset -=1;
yOffset = 0;
int yGridOffset = (letterNumb < 26) ? 0 : ((letterNumb < 52) ? 1 : 2);
switch(gridNumb)
{
case 1:
yOffset = 34;
break;
case 2:
yOffset = 69;
break;
default:
yOffset = 0;
}
for(int x=0;x<yGridOffset;x++)
yOffset += FONT_HEIGHT+x+3;
} else
{
xOffset = 235;
yOffset = 92;
}
return new Vector2D(xOffset,yOffset);
}
public static void drawLetter(Character c, Vector2D pos, Vector2D dim)
{
if(fontSheet == null)
return;
Vector2D letterPos = getPosOfLetterOnImg(c,2);
BufferedImage letterImage = fontSheet.getSubimage(letterPos.x, letterPos.y, FONT_WIDTH, FONT_HEIGHT);
int textureID = TextureLoader.loadGLTexture(letterImage);
letterImage = null;
GL11.glPushMatrix();
GL11.glTranslatef(pos.x, pos.y, 0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
GL11.glBegin(GL11.GL_QUADS);
{
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(0, 0);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2f(dim.x, 0);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2f(dim.x, dim.y);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2f(0, dim.y);
}
GL11.glEnd();
GL11.glPopMatrix();
}
}
.
Textureloader: carica textures (duh lol)
package com.flafla2.periodicTable;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.nio.ByteBuffer;
import javax.imageio.ImageIO;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
public class TextureLoader {
public static BufferedImage loadTexture(String texturePath)
{
try {
return ImageIO.read(PeriodicTable.class.getResource(texturePath));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
return null;
}
private static final int BYTES_PER_PIXEL = 4;
public static int loadGLTexture(BufferedImage image){
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
for(int y = 0; y < image.getHeight(); y++){
for(int x = 0; x < image.getWidth(); x++){
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
}
}
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = GL11.glGenTextures(); //Generate texture ID
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); //Bind texture ID
//Setup wrap mode
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
//Send texel data to OpenGL
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer);
buffer = null;
//Return the texture ID so we can bind it later again
return textureID;
}
}
.
Lo so, è un sacco di codice, ma se qualcuno può aiutarmi fuori sarebbe molto apprezzato.
Grazie, flafla2.
Soluzione 2
Va bene, ho trovato il problema.
In TextureLoader.java
, non ho usato glDeleteTextures(textureID)
, quindi le trame utilizzate in Font.java
non sono state scaricate dalla memoria.Ora, sto ottenendo uno stabile 50+ fps (sul mio macbook schifoso, ovviamente).
Inoltre, l'altra risposta controllata ha aumentato il mio fps a ~ 60.Nel caso qualcuno si sta chiedendo, ecco il nuovo metodo drawLetter()
, con modifiche:
public static void drawLetter(Character c, Vector2D pos, Vector2D dim)
{
if(fontSheet == null)
return;
Vector2D letterPos = getPosOfLetterOnImg(c,2);
//BufferedImage letterImage = fontSheet.getSubimage(letterPos.x, letterPos.y, FONT_WIDTH, FONT_HEIGHT);
//int textureID = TextureLoader.loadGLTexture(letterImage);
//letterImage = null;
int width = fontSheet.getWidth(); int height = fontSheet.getHeight();
double d[] = {(double)letterPos.x/width, (double)letterPos.y/height, (double)(letterPos.x+FONT_WIDTH)/width, (double)(letterPos.y+FONT_HEIGHT)/height};
GL11.glPushMatrix();
GL11.glTranslatef(pos.x, pos.y, 0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
GL11.glBegin(GL11.GL_QUADS);
{
GL11.glTexCoord2d(d[0], d[1]);
GL11.glVertex2f(0, 0);
GL11.glTexCoord2d(d[2], d[1]);
GL11.glVertex2f(dim.x, 0);
GL11.glTexCoord2d(d[2], d[3]);
GL11.glVertex2f(dim.x, dim.y);
GL11.glTexCoord2d(d[0], d[3]);
GL11.glVertex2f(0, dim.y);
}
GL11.glEnd();
GL11.glPopMatrix();
//GL11.glDeleteTextures(textureID);
}
. Altri suggerimenti
Pensò che tu abbia già risolto, c'è più spazio per il miglioramento.Vedo che hai il tuo carattere in un'immagine e per ogni personaggio che vuoi disegnare prendi la parte dell'immagine con quella lettera lo carica in una trama e in seguito tutto ciò che deve essere ripulito.
Meglio caricare l'intera immagine in una grande texture, mantieni quella trama per la durata del tuo programma e riutilizzarla quando rendi ogni fotogramma.È possibile selezionare i caratteri giusti per il rendering specificando le coordinate di texture giuste.
Dovresti essere in grado di colpire il tuo cappuccio da 60FPS con un basso utilizzo della CPU a meno che il MacBook non sia veramente vecchio.