如何使用 Graphics.Draw 高效渲染图块?
How to render tiles efficiently using Graphics.Draw?
我目前正在用 C# 制作一个基于图块的游戏,但是每次我绘制图块时它都会使用很多 CPU,并且随着图块变大(如果我让游戏全屏显示)它消耗更多。
这是我的瓷砖 class:
public class Tiles
{
//PRIVATE :
//variabiles
private int XPosition, YPosition;
private Image Texture;
private bool Colidable;
private int SizeW = 32;
private int SizeH = 32;
private Resizer resizer = new Resizer();
//methods
//PUBLIC :
//variabiles
//methods
//CONSTRUCTOR
public Tiles(int _x,int _y,Image _i, int _sW = 32, int _sH = 32, bool _c = false)
{
XPosition = _x;//set position X
YPosition = _y;//set position Y
SizeW = _sW;
SizeH = _sH;
Texture = resizer.ResizeImage(_i, SizeW, SizeH) ;// set texture
Colidable = _c;//set if the tile is colidable,default : false
resizer = null;
}
//DRAW METHOD
//gets graphics object to draw on, adn draws at the position of the tile
public void Draw(Graphics _g)
{
_g.DrawImage(this.Texture, this.XPosition, this.YPosition);
}
//GET PRIVATE MEBERS
//returns if the tile is colidable
public bool getColidable()
{
return this.Colidable;
}
}
这就是我绘制方块的方式:
private void DrawMap(Graphics _g)
{
//CALLS THE DRAW METHOD OF EACH TILE
for (int i = 0; i < MAP_WIDTH; i++)
{
for (int j = 0; j < MAP_HEIGHT; j++)
{
Tile[i, j].Draw(_g);
}
}
}
bool TilesUpdate = false;
private void _Window_Paint(object sender, PaintEventArgs e)
{
e.Graphics.Clear(Color.Black);
if (isGameRunning)
{
DrawMap(e.Graphics);
}
else
{
FullRezolutionBtn.Draw(e.Graphics);
BigRezolutionBtn.Draw(e.Graphics);
NormalRezolutionBtn.Draw(e.Graphics);
}
}
private void Update_Tick(object sender, EventArgs e)
{
Invalidate();
}
我想提一下,地图是 20 x 20 的图块,全屏时它会占用 cpu 的大约 50%。
不确定您的大小调整器 class 是如何工作的。我认为每次调整每张图片的大小时都会出现问题。
Texture = resizer.ResizeImage(_i, SizeW, SizeH) ;// set texture
我会像这样替换上面的行
Texture = _i;// set texture but do not resize image now
同时更新Tile的Draw函数如下。
public void Draw(Graphics _g)
{
//now specify the location and size of the image.
_g.DrawImage(Texture , new Rectangle(this.XPosition, this.YPosition, SizeW, SizeH));
}
希望它能提高性能。
如果它闪烁那么你可以使用 Double Buffer
正如我在评论中提到的,方向应该是少画。一种方法是仅当与该部分相关的内容发生变化时,才使绘图的部分无效并绘制 canvas。 Windows 本身就为 controls/windows 做了这样的优化。
这是一个例子。看看 Gadget
class 如何在某些 属性 更改时使它的矩形无效。然后在绘制期间,仅绘制与 e.ClipRectange
相交的矩形。这大大减少了绘图操作的数量。
using System;
using System.Drawing;
using System.Windows.Forms;
namespace Samples
{
class Gadget
{
public readonly Control Canvas;
public Gadget(Control canvas) { Canvas = canvas; }
private Rectangle bounds;
public Rectangle Bounds
{
get { return bounds; }
set
{
if (bounds == value) return;
// NOTE: Invalidate both old and new rectangle
Invalidate();
bounds = value;
Invalidate();
}
}
private Color color;
public Color Color
{
get { return color; }
set
{
if (color == value) return;
color = value;
Invalidate();
}
}
public void Invalidate()
{
Canvas.Invalidate(bounds);
}
public void Draw(Graphics g)
{
using (var brush = new SolidBrush(color))
g.FillRectangle(brush, bounds);
}
}
static class Program
{
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
var form = new Form { WindowState = FormWindowState.Maximized };
int rows = 9, cols = 9;
var gadgets = new Gadget[rows, cols];
var rg = new Random();
Color[] colors = { Color.Yellow, Color.Blue, Color.Red, Color.Green, Color.Magenta };
int size = 64;
var canvas = form;
for (int r = 0, y = 8; r < rows; r++, y += size)
for (int c = 0, x = 8; c < cols; c++, x += size)
gadgets[r, c] = new Gadget(canvas) { Color = colors[rg.Next(colors.Length)], Bounds = new Rectangle(x, y, size, size) };
int paintCount = 0, drawCount = 0;
canvas.Paint += (sender, e) =>
{
paintCount++;
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
if (e.ClipRectangle.IntersectsWith(gadgets[r, c].Bounds))
{
gadgets[r, c].Draw(e.Graphics);
drawCount++;
}
}
}
form.Text = $"Paint:{paintCount} Draw:{drawCount} of {(long)paintCount * rows * cols}";
};
var timer = new Timer { Interval = 100 };
timer.Tick += (sender, e) =>
{
gadgets[rg.Next(rows), rg.Next(cols)].Color = colors[rg.Next(colors.Length)];
};
timer.Start();
Application.Run(form);
}
}
}
我目前正在用 C# 制作一个基于图块的游戏,但是每次我绘制图块时它都会使用很多 CPU,并且随着图块变大(如果我让游戏全屏显示)它消耗更多。 这是我的瓷砖 class:
public class Tiles
{
//PRIVATE :
//variabiles
private int XPosition, YPosition;
private Image Texture;
private bool Colidable;
private int SizeW = 32;
private int SizeH = 32;
private Resizer resizer = new Resizer();
//methods
//PUBLIC :
//variabiles
//methods
//CONSTRUCTOR
public Tiles(int _x,int _y,Image _i, int _sW = 32, int _sH = 32, bool _c = false)
{
XPosition = _x;//set position X
YPosition = _y;//set position Y
SizeW = _sW;
SizeH = _sH;
Texture = resizer.ResizeImage(_i, SizeW, SizeH) ;// set texture
Colidable = _c;//set if the tile is colidable,default : false
resizer = null;
}
//DRAW METHOD
//gets graphics object to draw on, adn draws at the position of the tile
public void Draw(Graphics _g)
{
_g.DrawImage(this.Texture, this.XPosition, this.YPosition);
}
//GET PRIVATE MEBERS
//returns if the tile is colidable
public bool getColidable()
{
return this.Colidable;
}
}
这就是我绘制方块的方式:
private void DrawMap(Graphics _g)
{
//CALLS THE DRAW METHOD OF EACH TILE
for (int i = 0; i < MAP_WIDTH; i++)
{
for (int j = 0; j < MAP_HEIGHT; j++)
{
Tile[i, j].Draw(_g);
}
}
}
bool TilesUpdate = false;
private void _Window_Paint(object sender, PaintEventArgs e)
{
e.Graphics.Clear(Color.Black);
if (isGameRunning)
{
DrawMap(e.Graphics);
}
else
{
FullRezolutionBtn.Draw(e.Graphics);
BigRezolutionBtn.Draw(e.Graphics);
NormalRezolutionBtn.Draw(e.Graphics);
}
}
private void Update_Tick(object sender, EventArgs e)
{
Invalidate();
}
我想提一下,地图是 20 x 20 的图块,全屏时它会占用 cpu 的大约 50%。
不确定您的大小调整器 class 是如何工作的。我认为每次调整每张图片的大小时都会出现问题。
Texture = resizer.ResizeImage(_i, SizeW, SizeH) ;// set texture
我会像这样替换上面的行
Texture = _i;// set texture but do not resize image now
同时更新Tile的Draw函数如下。
public void Draw(Graphics _g)
{
//now specify the location and size of the image.
_g.DrawImage(Texture , new Rectangle(this.XPosition, this.YPosition, SizeW, SizeH));
}
希望它能提高性能。 如果它闪烁那么你可以使用 Double Buffer
正如我在评论中提到的,方向应该是少画。一种方法是仅当与该部分相关的内容发生变化时,才使绘图的部分无效并绘制 canvas。 Windows 本身就为 controls/windows 做了这样的优化。
这是一个例子。看看 Gadget
class 如何在某些 属性 更改时使它的矩形无效。然后在绘制期间,仅绘制与 e.ClipRectange
相交的矩形。这大大减少了绘图操作的数量。
using System;
using System.Drawing;
using System.Windows.Forms;
namespace Samples
{
class Gadget
{
public readonly Control Canvas;
public Gadget(Control canvas) { Canvas = canvas; }
private Rectangle bounds;
public Rectangle Bounds
{
get { return bounds; }
set
{
if (bounds == value) return;
// NOTE: Invalidate both old and new rectangle
Invalidate();
bounds = value;
Invalidate();
}
}
private Color color;
public Color Color
{
get { return color; }
set
{
if (color == value) return;
color = value;
Invalidate();
}
}
public void Invalidate()
{
Canvas.Invalidate(bounds);
}
public void Draw(Graphics g)
{
using (var brush = new SolidBrush(color))
g.FillRectangle(brush, bounds);
}
}
static class Program
{
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
var form = new Form { WindowState = FormWindowState.Maximized };
int rows = 9, cols = 9;
var gadgets = new Gadget[rows, cols];
var rg = new Random();
Color[] colors = { Color.Yellow, Color.Blue, Color.Red, Color.Green, Color.Magenta };
int size = 64;
var canvas = form;
for (int r = 0, y = 8; r < rows; r++, y += size)
for (int c = 0, x = 8; c < cols; c++, x += size)
gadgets[r, c] = new Gadget(canvas) { Color = colors[rg.Next(colors.Length)], Bounds = new Rectangle(x, y, size, size) };
int paintCount = 0, drawCount = 0;
canvas.Paint += (sender, e) =>
{
paintCount++;
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
if (e.ClipRectangle.IntersectsWith(gadgets[r, c].Bounds))
{
gadgets[r, c].Draw(e.Graphics);
drawCount++;
}
}
}
form.Text = $"Paint:{paintCount} Draw:{drawCount} of {(long)paintCount * rows * cols}";
};
var timer = new Timer { Interval = 100 };
timer.Tick += (sender, e) =>
{
gadgets[rg.Next(rows), rg.Next(cols)].Color = colors[rg.Next(colors.Length)];
};
timer.Start();
Application.Run(form);
}
}
}