gpt4 book ai didi

java - 提高 LWJGL 游戏性能的最佳方法是什么?

转载 作者:行者123 更新时间:2023-12-02 07:55:57 27 4
gpt4 key购买 nike

我正在为学校组织一个小项目,其中涉及渲染元素周期表。我选择使用 LWJGL 来做到这一点。然而,问题是,当我渲染表格时,游戏以 ~30fps(上限为 60fps)开始,并迅速波动到个位数 fps。我相信问题可能是内存泄漏,但我不确定。任何人都可以看到我的代码有任何明显的问题吗?以下是渲染表格涉及的主要类:

EntityPeriodicTable:负责保存大量 EntityElement 对象(见下文),激活它们的逻辑(tick() 和 updateInput())。 包 com.flafla2.periodicTable;

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:保存表格中特定元素的数据,并进行渲染(渲染代码未完成)

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() {

}

}

字体:处理屏幕上的渲染文本:

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:加载纹理(呵呵)

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;
}
}

我知道,代码很多,但如果有人能帮助我,我将不胜感激。

谢谢,Flafla2。

最佳答案

以为你已经解决了这个问题,还有更多改进的空间。我看到你的字体在图像中,对于你想要绘制的每个字符,你都会得到带有该字母的图像部分,将其加载到纹理中,然后所有需要清理的内容。

最好将整个图像加载到一个大纹理中,在程序运行期间保留该纹理,并在渲染每一帧时重复使用它。您可以通过指定正确的纹理坐标来选择要渲染的正确字符。

除非您的 MacBook 非常旧,否则您应该能够在 CPU 使用率较低的情况下达到 60fps 上限。

关于java - 提高 LWJGL 游戏性能的最佳方法是什么?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/9648912/

27 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com