绘图爆炸Android OpenGL ES 2.0

时间:2012-04-27 21:16:10

标签: java android animation opengl-es opengl-es-2.0

我正在制作游戏(beta here),我正在使用我拥有的图像进行爆炸。随着爆炸的增加,它会逐渐增大,并且在它消失之前变得更加透明。

我的问题是,这似乎是我的代码瓶颈。我很容易达到60FPS,但是当爆炸开始发生时,这很容易降到30FPS。如果我只禁用爆炸,我会获得恒定的60FPS。

我可以用OpenGL来更有效地渲染这些内容吗?

我按顺序绘制它们,我只将纹理和顶点绑定一次。

我应该注意优化OpenGL调用的一般内容吗?

我的代码是用Java编写的,会在本机代码帮助中重写这部分吗?

我有一个绘制所有爆炸的主要绘制功能

public void draw() {
    GLES20.glUniform1i(GraphicsEngine.uEnableVortex, 0);
    for (Boom boom : mBooms) {
        boom.drawCloud();
    }
    mHugeBoom.drawCloud();
    GLES20.glUniform1i(GraphicsEngine.uEnableVortex, 1);

    // Prepare the data
    GLES20.glVertexAttribPointer(GraphicsEngine.aPositionHandle, 3,
            GLES20.GL_FLOAT, false, 12, mVerticesBuffer);
    GraphicsEngine.clearShape();

    // Disable textures
    GLES20.glUniform1i(GraphicsEngine.uEnableTextureHandle, 0);

    GLES20.glLineWidth(2.0f);

    for (Boom boom : mBooms) {
        boom.drawSparks();
    }
    mHugeBoom.drawSparks();
}

然后为“繁荣”

public void drawCloud(){
        if (mActive) {
            float pDone = mTotalTime / 600.0f / mSize;
            if (pDone <= 1.0f) {
                mBurst.setColor(mRGBA);
                mBurst.draw(mMMatrix);
            }
        }
    }

    public void drawSparks(){
        if (mActive) {
            for (Particle particle : mParticles) {
                particle.draw();
            }
        }
    }

实际绘图

public void draw(float[] MMatrix, boolean setColor) {
    // Prepare the triangle data
    GraphicsEngine.setShape(mShape);

    if (mTextureId != -1) {
        GraphicsEngine.bindTexture(mTextureId);
        if (mCustomTex) {
            GLES20.glVertexAttribPointer(GraphicsEngine.aTexCoordHandle, 2,
                    GLES20.GL_FLOAT, false, 8, mTextureBuffer);
            GLES20.glEnableVertexAttribArray(GraphicsEngine.aTexCoordHandle);
            GraphicsEngine.clearTexture();
        } else {
            GraphicsEngine.setTexture(mShape);
        }
    } else {
        GLES20.glUniform1i(GraphicsEngine.uEnableTextureHandle, 0);
    }

    // Apply a ModelView Projection transformation
    GLES20.glUniformMatrix4fv(GraphicsEngine.uMMatrixHandle, 1, false,
            MMatrix, 0);

    if (setColor)
        GLES20.glUniform4fv(GraphicsEngine.uColorHandle, 1, mRGBA, 0);

    GLES20.glDrawElements(GLES20.GL_TRIANGLES,
            GraphicsEngine.getNumIndicies(mShape),
            GLES20.GL_UNSIGNED_SHORT, GraphicsEngine.getIndicies(mShape));

}

阻止重新加载已加载纹理的代码

public static void setShape(int i) {
    if (mState.shape != i) {
        GLES20.glVertexAttribPointer(aPositionHandle, 3, GLES20.GL_FLOAT,
                false, 12, mShapes[i].vertices);
        mState.shape = i;
    }
}

public static void setTexture(int i) {
    if (mState.texture != i) {
        GLES20.glVertexAttribPointer(GraphicsEngine.aTexCoordHandle, 2,
                GLES20.GL_FLOAT, false, 8, mShapes[i].texture);
        mState.texture = i;
    }
}

0 个答案:

没有答案
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