一个像素一个像素的 3d 图形程序表现怪异 [通过拖动 window 来加快绘图速度]

Weirdly behaving pixel by pixel 3d graphing program [Faster drawing by dragging the window]

所以我使用 Allegro 4 库在 C++ 中编写了一个简单的 3d 绘图程序。我用最简单的方法,逐像素绘制。通常,由于 Allegro 的工作方式,在屏幕上放置单个像素非常慢,要绘制分辨率为 640x480 的图形,我必须等待一两分钟。

所以我正在为我的伙伴渲染图像,所以我拖动 windows 来获得一个好的屏幕截图,我发现通过拖动 window 和渲染图片,它只要我按住 window,速度就会大大加快。从 2 分钟开始,它在 10 秒内绘制了所有内容。

造成这种奇怪行为的原因是什么?是跟Windows' windows有关还是Allegro本身造成的?有什么解释吗?

Screenshot

还有我的代码

#include <allegro.h>
#include <iostream>
#include <math.h>

using namespace std;

float MAX_Z = 1;
float MIN_Z =-1;
float SCALE =50;

inline void init(unsigned int width, unsigned int height)
{
    allegro_init();
    set_color_depth(24);
    set_gfx_mode(GFX_AUTODETECT_WINDOWED, width, height, 0, 0);

    install_timer();
    install_keyboard();
    install_mouse();
}

inline void deinit()
{
    clear_keybuf();
    allegro_exit();
}

int get_z_color (float z)
{
    if (z >= 0)
    {
        return makecol(255, (z/MAX_Z)*255, (z/MAX_Z)*255);
    }
    else
    {
        return makecol(255 - (z/MIN_Z)*255,0, 0);
    }
}

float get_z (float x, float y)
{
    return sin(sqrt(pow(x,2)+pow(y,2)));
}

float int_to_float (int a)
{
    return a;
}

int main()
{
    unsigned int res_width, res_height;

    cout << "Window size (W,H): ";
    cin >> res_width >> res_height;
    cout << endl << "Initiating in " << res_width << "x" << res_height << " resolution..." << endl;

    init(res_width,res_height);

    cout << "Success! Drawing graph..." << endl;

    for (int y=0; y<res_height; y++)
    {
        for (int x=0; x<res_width; x++)
        {
            float valued_x = (int_to_float(x)-(int_to_float(res_width)/2))/SCALE;
            float valued_y = (int_to_float(-y)+(int_to_float(res_height)/2))/SCALE;
            _putpixel24(screen,x,y,get_z_color(get_z(valued_x,valued_y)));
            //cout << "Drawing (" << valued_x << "," << valued_y << ")" << endl;
        }
    }

    cout << "Graph drawn." << endl;

    cin >> new char;

    cout << "Closing...";

    deinit();
    return 0;
}
END_OF_MAIN()

无论您使用什么库,在屏幕表面上绘图总是一项成本高昂的操作。

我从未使用过 Allegro(我使用的是 SDL),但我猜 windows 会在每次放置一个像素时重新绘制屏幕表面,并通过拖动 windows 周围,你阻止了重绘的实际发生。

如果您希望您的程序性能得到显着提升,您应该始终绘制到一个 off-screen 表面,并在绘制结束后将整个表面 blit 到屏幕表面(这是一个基本的双缓冲技术)。

正如我所说,我从未使用过 Allegro,但据我所知,你可以做类似的事情:

int main()
{
  unsigned int res_width, res_height;

  cout << "Window size (W,H): ";
  cin >> res_width >> res_height;
  cout << endl << "Initiating in " << res_width << "x" << res_height << " resolution..." << endl;

  init(res_width,res_height);

  BITMAP *temporaryBitmap = create_bitmap(res_width, res_height);

  cout << "Success! Drawing graph..." << endl;

  for (int y=0; y<res_height; y++)
  {
    for (int x=0; x<res_width; x++)
    {
        float valued_x = (int_to_float(x)-(int_to_float(res_width)/2))/SCALE;
        float valued_y = (int_to_float(-y)+(int_to_float(res_height)/2))/SCALE;
        _putpixel24(temporaryBitmap,x,y,get_z_color(get_z(valued_x,valued_y)));
        //cout << "Drawing (" << valued_x << "," << valued_y << ")" << endl;
    }
  }

  blit(temporaryBitmap, screen, 0, 0, 0, 0, temporaryBitmap->w, temporaryBitmap->h);

  cout << "Graph drawn." << endl;

  cin >> new char;

  cout << "Closing...";

  destroy_bitmap(temporaryBitmap);

  deinit();
  return 0;
}