GLFW/OpenGL 在贪吃蛇游戏中的性能问题

Performance problems with GLFW/OpenGL in a snake game

我开始使用 GLFW 和 QT 在 OpenGL 中构建游戏 IDE,在我完成绘图系统后,我测试了它,它非常慢。

这是代码:Here(包括 x64 windows 库)

我在代码中看到一些东西我可以多线程,一个例子是绘图函数,因为 opengl 坐标从屏幕中间的原点开始,我必须为每个象限制作一个绘图循环(- 1,1| 1,-1| 1,1| -1,-1) 这些循环我可以多线程但我认为它不会创造任何奇迹。

GLFW + 绘图代码

#include <GL/glew.h>
#include <stdio.h>
#include <stdlib.h>
#include <cmath>
#include <iostream>
#include <fstream>
#include <glm.hpp>
#include "campo.h"
#include "ponto.h"

#define GLFW_INCLUDE_GLU
#include <GLFW/glfw3.h>

using namespace std;
using namespace glm;

static void error_callback(int error, const char* description)
{
    fputs(description, stderr);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
        glfwSetWindowShouldClose(window, GL_TRUE);
}



GLFWwindow* iniciaGL(){    //---- Funtion to start GLFW
    GLFWwindow* window;
    glfwSetErrorCallback(error_callback);
    if (!glfwInit())
        exit(EXIT_FAILURE);
    window = glfwCreateWindow(700, 700, "Snake", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        exit(EXIT_FAILURE);
    }
    glfwMakeContextCurrent(window);
    glfwSwapInterval(1);
    glfwSetKeyCallback(window, key_callback);

    return window;
}

int main()
{
    GLFWwindow* window = iniciaGL();

    Campo camp;           // ---- Campo is the snake field
    Campo::campo **cmp;
    cmp = camp.GetCampo();  //-- Get the pointer to the matrix (Field) that contains the information of each square in the field
    int ts=0,tst=0;
    while (!glfwWindowShouldClose(window))  // --- Game loop
    {
        float ratio;
        int width, height;
        glfwGetFramebufferSize(window, &width, &height);
        ratio = width / (float) height;
        glViewport(0, 0, width, height);
        glClear(GL_COLOR_BUFFER_BIT);
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        //glOrtho(-ratio, ratio, -1.f, 1.f, 1.f, -1.f);
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();

//---------- TESTING

camp.apple();  //----- Puts an "apple" in a random position in the field
               //----- this makes random red squares appear in the screen

/*
ts++;
if(ts > 39){      //---- this will should fill the screen by inserting on red squeare at time
    ts=0;
    if(tst > 39){
        tst=0;
    }else{
    tst++;
    }
}

camp.mudaBloco(ts,tst,camp.APPLE);
*/
//----------------

//---- since opengl grid has the origin in the middle of the screen, i have to draw in each quadrant (++,+-,-+,--)
//---- thats why there is 4 fors below

for(int a=0;a<(camp.Getlar())/2;a++){//line -+
            for(int b=0;b<(camp.Getalt())/2;b++){//column
                glBegin(GL_POLYGON);

                switch (cmp[a][b])
                {
                case camp.NADA:
                        glColor3f(0,0,0);
                    break;
                case camp.SNAKE:
                        glColor3f(0,0.85f,0.20f);
                    break;
                case camp.APPLE:
                        glColor3f(1.0f,0,0.1f);
                    break;
                case camp.MURO:
                        glColor3f(0.3f,0.3f,0.3f);
                    break;


                }


               glVertex2f(-1.0f+a/(camp.Getlar()/2.0f),        1.0f-b/(camp.Getalt()/2.0f) );
               glVertex2f(-1.0f+a/(camp.Getlar()/2.0f),        1.0f-(1+b)/(camp.Getalt()/2.0f) );
               glVertex2f(-1.0f+((1+a)/(camp.Getlar()/2.0f)),  1.0f-(1+b)/(camp.Getalt()/2.0f));
               glVertex2f(-1.0f+((1+a)/(camp.Getlar()/2.0f)),  1.0f-b/(camp.Getalt()/2.0f ));

               glEnd();
            }
        }



        for(int a=0;a<(camp.Getlar())/2;a++){//line ++
            for(int b=0;b<(camp.Getalt())/2;b++){//column

                glBegin(GL_POLYGON);

                switch (cmp[a+camp.Getlar()/2][b])
                {
                case camp.NADA:
                        glColor3f(0,0,0);
                    break;
                case camp.SNAKE:
                        glColor3f(0,0.85f,0.20f);
                    break;
                case camp.APPLE:
                        glColor3f(1.0f,0,0.1f);
                    break;
                case camp.MURO:
                        glColor3f(0.3f,0.3f,0.3f);
                    break;


                }

               glVertex2f(a/(camp.Getlar()/2.0f),        1.0f-b/(camp.Getalt()/2.0f) );
               glVertex2f(a/(camp.Getlar()/2.0f),        1.0f-(1+b)/(camp.Getalt()/2.0f) );
               glVertex2f(((1+a)/(camp.Getlar()/2.0f)),  1.0f-(1+b)/(camp.Getalt()/2.0f));
               glVertex2f(((1+a)/(camp.Getlar()/2.0f)),  1.0f-b/(camp.Getalt()/2.0f) );

               glEnd();
            }
        }

        for(int a=0;a<(camp.Getlar())/2;a++){//line +-
            for(int b=0;b<(camp.Getalt())/2;b++){//column

                glBegin(GL_POLYGON);

                switch (cmp[a+camp.Getlar()/2][b+camp.Getlar()/2])
                {
                case camp.NADA:
                        glColor3f(0,0,0);
                    break;
                case camp.SNAKE:
                        glColor3f(0,0.85f,0.20f);
                    break;
                case camp.APPLE:
                        glColor3f(1.0f,0,0.1f);
                    break;
                case camp.MURO:
                        glColor3f(0.3f,0.3f,0.3f);
                    break;


                }
               glVertex2f(a/(camp.Getlar()/2.0f),        -b/(camp.Getalt()/2.0f) );
               glVertex2f(a/(camp.Getlar()/2.0f),        -(1+b)/(camp.Getalt()/2.0f) );
               glVertex2f(((1+a)/(camp.Getlar()/2.0f)),  -(1+b)/(camp.Getalt()/2.0f));
               glVertex2f(((1+a)/(camp.Getlar()/2.0f)),  -b/(camp.Getalt()/2.0f ));

               glEnd();
            }
        }

        for(int a=0;a<(camp.Getlar())/2;a++){//line --
            for(int b=0;b<(camp.Getalt())/2;b++){//column




                glBegin(GL_POLYGON);

                switch (cmp[a][b+camp.Getlar()/2])
                {
                case camp.NADA:
                        glColor3f(0,0,0);
                    break;
                case camp.SNAKE:
                        glColor3f(0,0.85f,0.20f);
                    break;
                case camp.APPLE:
                        glColor3f(1.0f,0,0.1f);
                    break;
                case camp.MURO:
                        glColor3f(0.3f,0.3f,0.3f);
                    break;


                }
               glVertex2f(-1.0f+a/(camp.Getlar()/2.0f),        -b/(camp.Getalt()/2.0f) );
               glVertex2f(-1.0f+a/(camp.Getlar()/2.0f),        -(1+b)/(camp.Getalt()/2.0f) );
               glVertex2f(-1.0f+((1+a)/(camp.Getlar()/2.0f)),  -(1+b)/(camp.Getalt()/2.0f));
               glVertex2f(-1.0f+((1+a)/(camp.Getlar()/2.0f)),  -b/(camp.Getalt()/2.0f ));

               glEnd();
            }
        }






        glfwSwapBuffers(window);
        glfwPollEvents();
    }
    glfwDestroyWindow(window);
    glfwTerminate();
    exit(EXIT_SUCCESS);





    return 0;
}

Campo.CPP

#include "campo.h"

using namespace std;

Campo::Campo()
{
    cmp = new campo*[Campo::lar];
    for (int x = 0; x < Campo::lar; ++x) {
        cmp[x] = new campo[Campo::alt];
        for (int y = 0; y < Campo::alt; ++y) {
            cmp[x][y] = NADA;
        }
    }
    cout << "Campo iniciado" << endl;
}

void Campo::mudaBloco(int x, int y,campo val){
    cmp[x][y]=val;
}

Campo::~Campo()
{

}

Campo::campo** Campo::GetCampo(){
    return cmp;
}

void Campo::vitoria(){
    cout << "Parabéns" << endl;
    system("pause");
    exit(0);
}

int Campo::Getlar(){
    return lar;
}

int Campo::Getalt(){
    return alt;
}

void Campo::Setalt(int alt)
{
    this->alt = alt;
}

void Campo::Setlar(int lar){
    this->lar = lar;
}

void Campo::apple(){
    ponto hold;
    bool vit=true;
    for (int a = 0; a < Campo::lar; ++a) {
        for (int b = 0; b < Campo::alt; ++b) {
            if(cmp[a][b]==NADA){
                hold.x=a;
                hold.y=b;
                campo_livre.push_back(hold);
                vit = false;
            }
        }
    }
    if(vit)
        vitoria();

    srand(apples+time(NULL));
    ponto novo =  campo_livre.at(rand()%campo_livre.size());


    mudaBloco(novo.x,novo.y,APPLE);
    apples++;
    campo_livre.clear();



}

Campo.h

#ifndef CAMPO_H
#define CAMPO_H
#pragma once
#include <vector>
#include <iostream>
#include <cstdlib>
#include <ctime>

class Campo
{
public:
    enum campo{NADA,SNAKE,APPLE,MURO}; // field may only contain these types {nothing, snake, Apple, wall}
    Campo(); //--- constructor
    ~Campo();//--- destructor
    campo **GetCampo(); //--- Field matrix getter
    void mudaBloco(int x, int y, campo val); //---- function that changes the block in a coordinates
    void apple(); //--- puts an apple at a "random" position
    void Setlar(int lar); //---- set max size x of the grid
    void Setalt(int alt); //---- set max size y of the grid
    int Getlar();
    int Getalt();

    struct ponto{  //---- this structure represents a dot in the field with the respective coordinates
        int x=0;
        int y=0;
    };

private:
    int apples=0;  //----- current number of apples
    int alt=40,lar=40; //---- default max x,y size
    campo **cmp; //--- Field matrix
    void vitoria(); //--- win function
    std::vector<ponto> campo_livre; //-- this vector maps the free spaces in the field, so instead of putting a random apple in the field, we put randomly only in the free spaces
};

#endif // CAMPO_H

对于 QT 用户

TEMPLATE = app
CONFIG += console
CONFIG -= app_bundle
CONFIG -= qt

SOURCES += main.cpp \
    campo.cpp

QMAKE_CXXFLAGS += -std=c++14 -Ofast
INCLUDEPATH += C:/glfw/include
INCLUDEPATH += C:/glew/include
INCLUDEPATH += C:/glm/glm
LIBS +=-L"C:/glfw/build_r/src"
LIBS += -lglfw3 -lopengl32 -lglu32 -lgdi32
LIBS += -L"C:/glew/lib/Release/x64"
LIBS += -lglew32

include(deployment.pri)
qtcAddDeployment()

HEADERS += \
    campo.h

如何更改我的代码以使其 运行 速度更快?

多线程 OpenGL 几乎不值得用于主要渲染目的,因为大多数性能密集型的东西都发生在您的视频卡上:无论您使用多少线程,您实际上只有 1 个视频卡可以完成工作。如果你想加载一些外部资源,例如纹理,你可以使用多线程。仍然有 1 个视频卡,但工作负载在线程之间平均平衡,并且您不必看到渲染循环挂起 3 秒,因为您正在加载纹理。

您的程序运行缓慢的原因之一是因为您正在使用即时模式。立即模式是一种古老而过时的绘图方式。您可以通过在 glBeginglEnd 之间插入一堆 glVertex 来使用它。这样做的目的是,当您绘制某些内容时,您的 CPU 会将所有模型数据发送到 GPU,即使数据没有改变(大多数游戏的数据基本上不会改变)。相反,您想要做的是使用 VBO。使用 VBO 基本上就是告诉 OpenGL:"Hey I got this enormous amount of data, I'm gonna call it Bob, so remember it"。然后从那一刻起你可以告诉 opengl 到 "Draw bob" 并且它会这样做而不会每秒来回发送 60 次所有数据。从立即模式切换基本上是真正的 OpenGL 开始的地方,因此它有相当大的学习曲线。但这一切都得到了很好的记录和解释。

现在可能还有其他原因导致您的程序运行缓慢,但这很可能是主要原因。

要查看即时模式和保留模式之间的良好解释和转换,请参阅此 link:What does "immediate mode" mean in OpenGL?