2011-08-24 131 views
2

最近我开始编写C++版本的游戏Snake 4d(Game explanation,C++/openGL version of the game)。我真的是一个编程初学者...所以每一个评论,甚至对编程风格的赞赏。4维游戏渲染优化

“蛇”吃了(6)立方体后,我有一个框架下降。
游戏逻辑保留了这样一个事实,即蛇被存储在一个名为snake.p_list的向量中,每次蛇与食物碰撞(在程序cibo中调用)时,它都会向p_list中添加一个新对象。 可能是由于游戏引擎?或者也许你有其他想法可以导致帧丢失?你有什么想法如何使这些功能看起来更好?

确定我拼命地跑探查...和: 应用程序配置文件:

  • 23.0%,23.0%GeForceGLDriver glrCompExecuteKernel
  • 19.3%,19.3%GeForceGLDriver gldCopyTexSubImage
  • 5.4%5.4%GeForceGLDriver gldFinish
  • 5.3%5.3%GLEngine gleUpdateLightRGBASumsUnconditional
  • 3.9%3.9%GLEngine gleUpdateDeferredState
  • 2.1%2.1%GLEngine gleGetVertexSubmitFuncObjectAndKey
  • 2.1%2.1%GeForceGLDriver gldUpdateDispatch
  • 1.8%1.8%4dimensions MyGLBox :: paintGL()

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(); 
    } 
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问题可能出现在您的绘图代码中。请记住,如果n是棋盘边缘的大小,那么在2D蛇中有n^2个单元,在3D蛇中有n^3个单元,在4D蛇中有n^4个单元......如果你想要绘制所有的面孔都是天真的,你要处理240000个面,以获得10个单元边缘的棋盘。 – ybungalobill

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我不知道...我暂停游戏,看看旋转(由OpenGL函数控制)是否会降低速度,但实际上并没有发生任何重大的...但可能只是一个印象。我也发布了绘图函数......也许200行代码有点太多了...... – Pella86

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btw ...有32个边,24个面,这意味着6个超立方体蛇144 GL_QUADS和192 GL_LINES。 ... – Pella86

回答

1

如果材质属性不会因循环中的每个元素而改变,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) 

而且,这可以让你改变每个四色(或者甚至每一个顶点),但只使用一个在glBegin(GL_QUADS)/ glEnd ()对而不是24(这可能会造成很大的速度差异)。此外,如果所有四边形的颜色相同,则可以将该调用放到循环外的glColor4f()中。

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这太棒了!+点,当我得到一些声誉:D – Pella86

+0

thx你它的工作! – Pella86