Gosu渲染技术优化
Optimization of Gosu Rendering Technique
我第一次使用 Gosu ruby gem 作为图形库编写游戏。我想我大致理解更新游戏状态的逻辑和更新/渲染的逻辑应该分开,我已经尽最大努力从渲染循环中移除尽可能多的工作量。
我的游戏由 32x32 像素的图块组成,屏幕宽度为 1920x1080,这意味着我一次要在屏幕上渲染约 1,980 个图块(有时更多,具体取决于特定图块是否有多个精灵分层就可以了。
我的问题是,虽然我觉得我已经从程序的 draw
方法中剥离了几乎所有逻辑,但我似乎仍然平均每秒 22 帧左右。如果有人可以查看以下代码片段并提出性能缓慢的可能原因/优化建议,将不胜感激!
# Main file (seven_deadly_sins.rb)
require_relative 'initializer'
class SevenDeadlySins < Gosu::Window
WIDTH, HEIGHT = 1920, 1080
def initialize
super WIDTH, HEIGHT
self.caption = "Seven Deadly Sins"
@player = Player.new(0,0,10,40,40)
@game_tiles = Gosu::Image.load_tiles('./assets/tiles/map_tiles.png', 16, 16, {retro: true}) # Retro means no weird border around smaller tiles
@level_mapper = LevelMapper.new(self, 'test.json', @game_tiles)
end
def update
@player.update
@level_mapper.update
end
def draw
@player.draw
@level_mapper.draw
end
end
SevenDeadlySins.new.show
# level_mapper.rb
class LevelMapper
TILE_SIZE = 32
def initialize(window, mapfile, sprites)
@window = window
@sprites = sprites
@map = initialize_mapfile(mapfile)
@font = Gosu::Font.new(16)
@tiles_within_viewport = []
end
def update
@tiles_within_viewport = @map.select {|tileset| within_viewport?(tileset[0]['x'], tileset[0]['y'], TILE_SIZE, TILE_SIZE)}
end
def draw
@tiles_within_viewport.each do |tiles|
tiles.each{|tile| draw_tile(tile)}
end
end
def draw_tile(tile)
Gosu.draw_rect(tile['x'], tile['y'], TILE_SIZE, TILE_SIZE, 0xff292634, 1)
if tile['sprite_index']
@sprites[tile['sprite_index']].draw(tile['x'], tile['y'], tile['z'], TILE_SIZE / 16, TILE_SIZE / 16)
end
end
def needs_render?
true
end
def initialize_mapfile(mapfile)
contents = File.read(File.join(File.dirname(__FILE__), '..', 'assets', 'maps', mapfile))
JSON.parse(contents)
end
def self.generate_empty_map(width, height, tile_size)
max_tiles_x, max_tiles_y = width / tile_size * 6, height / tile_size * 6
generated_map = (0..max_tiles_y).map {|y| (0..max_tiles_x).map {|x| [{x: x * tile_size, y: y * tile_size, z: 2}]}}.flatten(1)
[max_tiles_x, max_tiles_y, generated_map]
end
def within_viewport?(x, y, w = 0, h = 0)
x + w <= @window.width && y + h <= @window.height
end
end
# player.rb
class Player < Humanoid
def initialize(*opts)
super(*opts)
end
end
# humanoid.rb
class Humanoid
attr_reader :bounding_box
def initialize(x, y, z, w, h, move_speed = 5)
@bounding_box = BoundingBox.new(x, y, z, w, h)
@move_speed = move_speed
end
def draw
if (needs_render?)
Gosu.draw_rect(bounding_box.x, bounding_box.y, bounding_box.w, bounding_box.h, Gosu::Color::RED, bounding_box.z)
end
end
def update
if Gosu.button_down? Gosu::KB_LEFT or Gosu::button_down? Gosu::GP_LEFT
move :left
end
if Gosu.button_down? Gosu::KB_RIGHT or Gosu::button_down? Gosu::GP_RIGHT
move :right
end
if Gosu.button_down? Gosu::KB_UP or Gosu::button_down? Gosu::GP_BUTTON_0
move :up
end
if Gosu.button_down? Gosu::KB_DOWN or Gosu::button_down? Gosu::GP_BUTTON_1
move :down
end
end
def needs_render?
true
end
def move(direction)
if direction == :left
@bounding_box.x -= @move_speed
elsif direction == :right
@bounding_box.x += @move_speed
elsif direction == :up
@bounding_box.y -= @move_speed
else
@bounding_box.y += @move_speed
end
end
end
我最终弄明白了这一点,并认为我会 post 我的答案在这里,以防其他人遇到同样的问题。
Gosu 有一个名为 record
的函数,它可以保存您的绘图操作,并将其作为可绘制图像返回给您(参见 #record)。这对于使用 tilemaps 非常有用(这正是我在这个 post 中所做的)。我最终在 initializer
方法中预先记录了绘制操作,然后绘制记录,如下所示:
class LevelMapper
def initializer
...
# Pre-record map so that we can speed up rendering.
create_static_recording
end
def create_static_recording
@map_rec = @window.record(@window.width, @window.height) do |x, y|
# Replace the following lines with whatever your draw function would do
@tiles_within_viewport.each do |tiles|
tiles.each do |tile|
Gosu.draw_rect(tile['x'], tile['y'], TILE_SIZE, TILE_SIZE, 0xff292634, 1)
if tile['sprite_index']
@sprites[tile['sprite_index']].draw(tile['x'], tile['y'], tile['z'], TILE_SIZE / 16, TILE_SIZE / 16)
end
end
end
end
end
def draw
@map_rec.draw(0, 0, 0)
end
end
我第一次使用 Gosu ruby gem 作为图形库编写游戏。我想我大致理解更新游戏状态的逻辑和更新/渲染的逻辑应该分开,我已经尽最大努力从渲染循环中移除尽可能多的工作量。
我的游戏由 32x32 像素的图块组成,屏幕宽度为 1920x1080,这意味着我一次要在屏幕上渲染约 1,980 个图块(有时更多,具体取决于特定图块是否有多个精灵分层就可以了。
我的问题是,虽然我觉得我已经从程序的 draw
方法中剥离了几乎所有逻辑,但我似乎仍然平均每秒 22 帧左右。如果有人可以查看以下代码片段并提出性能缓慢的可能原因/优化建议,将不胜感激!
# Main file (seven_deadly_sins.rb)
require_relative 'initializer'
class SevenDeadlySins < Gosu::Window
WIDTH, HEIGHT = 1920, 1080
def initialize
super WIDTH, HEIGHT
self.caption = "Seven Deadly Sins"
@player = Player.new(0,0,10,40,40)
@game_tiles = Gosu::Image.load_tiles('./assets/tiles/map_tiles.png', 16, 16, {retro: true}) # Retro means no weird border around smaller tiles
@level_mapper = LevelMapper.new(self, 'test.json', @game_tiles)
end
def update
@player.update
@level_mapper.update
end
def draw
@player.draw
@level_mapper.draw
end
end
SevenDeadlySins.new.show
# level_mapper.rb
class LevelMapper
TILE_SIZE = 32
def initialize(window, mapfile, sprites)
@window = window
@sprites = sprites
@map = initialize_mapfile(mapfile)
@font = Gosu::Font.new(16)
@tiles_within_viewport = []
end
def update
@tiles_within_viewport = @map.select {|tileset| within_viewport?(tileset[0]['x'], tileset[0]['y'], TILE_SIZE, TILE_SIZE)}
end
def draw
@tiles_within_viewport.each do |tiles|
tiles.each{|tile| draw_tile(tile)}
end
end
def draw_tile(tile)
Gosu.draw_rect(tile['x'], tile['y'], TILE_SIZE, TILE_SIZE, 0xff292634, 1)
if tile['sprite_index']
@sprites[tile['sprite_index']].draw(tile['x'], tile['y'], tile['z'], TILE_SIZE / 16, TILE_SIZE / 16)
end
end
def needs_render?
true
end
def initialize_mapfile(mapfile)
contents = File.read(File.join(File.dirname(__FILE__), '..', 'assets', 'maps', mapfile))
JSON.parse(contents)
end
def self.generate_empty_map(width, height, tile_size)
max_tiles_x, max_tiles_y = width / tile_size * 6, height / tile_size * 6
generated_map = (0..max_tiles_y).map {|y| (0..max_tiles_x).map {|x| [{x: x * tile_size, y: y * tile_size, z: 2}]}}.flatten(1)
[max_tiles_x, max_tiles_y, generated_map]
end
def within_viewport?(x, y, w = 0, h = 0)
x + w <= @window.width && y + h <= @window.height
end
end
# player.rb
class Player < Humanoid
def initialize(*opts)
super(*opts)
end
end
# humanoid.rb
class Humanoid
attr_reader :bounding_box
def initialize(x, y, z, w, h, move_speed = 5)
@bounding_box = BoundingBox.new(x, y, z, w, h)
@move_speed = move_speed
end
def draw
if (needs_render?)
Gosu.draw_rect(bounding_box.x, bounding_box.y, bounding_box.w, bounding_box.h, Gosu::Color::RED, bounding_box.z)
end
end
def update
if Gosu.button_down? Gosu::KB_LEFT or Gosu::button_down? Gosu::GP_LEFT
move :left
end
if Gosu.button_down? Gosu::KB_RIGHT or Gosu::button_down? Gosu::GP_RIGHT
move :right
end
if Gosu.button_down? Gosu::KB_UP or Gosu::button_down? Gosu::GP_BUTTON_0
move :up
end
if Gosu.button_down? Gosu::KB_DOWN or Gosu::button_down? Gosu::GP_BUTTON_1
move :down
end
end
def needs_render?
true
end
def move(direction)
if direction == :left
@bounding_box.x -= @move_speed
elsif direction == :right
@bounding_box.x += @move_speed
elsif direction == :up
@bounding_box.y -= @move_speed
else
@bounding_box.y += @move_speed
end
end
end
我最终弄明白了这一点,并认为我会 post 我的答案在这里,以防其他人遇到同样的问题。
Gosu 有一个名为 record
的函数,它可以保存您的绘图操作,并将其作为可绘制图像返回给您(参见 #record)。这对于使用 tilemaps 非常有用(这正是我在这个 post 中所做的)。我最终在 initializer
方法中预先记录了绘制操作,然后绘制记录,如下所示:
class LevelMapper
def initializer
...
# Pre-record map so that we can speed up rendering.
create_static_recording
end
def create_static_recording
@map_rec = @window.record(@window.width, @window.height) do |x, y|
# Replace the following lines with whatever your draw function would do
@tiles_within_viewport.each do |tiles|
tiles.each do |tile|
Gosu.draw_rect(tile['x'], tile['y'], TILE_SIZE, TILE_SIZE, 0xff292634, 1)
if tile['sprite_index']
@sprites[tile['sprite_index']].draw(tile['x'], tile['y'], tile['z'], TILE_SIZE / 16, TILE_SIZE / 16)
end
end
end
end
end
def draw
@map_rec.draw(0, 0, 0)
end
end