如何在 DirectX 10 中绘制大量 (500+) 精灵来构建等距平铺地图?
因此,我一直在阅读一些有关 DirectX 的书籍(具体来说是 10 本书),并尝试构建一个使用它的游戏,但我被一个问题所困扰,这些书似乎都没有提到:我'我用精灵构建等距地图,随着棋盘变大,程序速度急剧减慢。每个图块都是 64x45,当我用精灵构建 36x19 (684) 图块地图时,我的应用程序加载大约需要 6 秒,每帧之间大约需要 5 秒。由于使用断点进行调试没有产生任何好的线索,因此我已经缩小了当前代码中问题所在的区域:
任何帮助将不胜感激。
const FLOAT clearcolor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
pD3DDevice->ClearRenderTargetView(pRenderTargetView, clearcolor);
if(spriteObject != NULL){
spriteObject->Begin(D3DX10_SPRITE_SORT_TEXTURE);
pD3DDevice->OMGetBlendState(&pOriginalBlendState10, OriginalBlendFactor, &OriginalSampleMask);
if(pBlendState10)
{
FLOAT NewBlendFactor[4] = {0,0,0,0};
pD3DDevice->OMSetBlendState(pBlendState10, NewBlendFactor,0xffffffff);
}
D3DXMatrixScaling(&matScale, 64, 45, 1.0f);
for(int y = 0;y < 36;y++){
px=0;
if(y % 2 == 1)
px-=32;
for(int x = 0;x < 19;x++){
D3DXMatrixTranslation(&matTrans, px, viewport.Height - py, 0.1f);
testTile.matWorld = (matScale * matTrans);
spriteObject->DrawSpritesImmediate(&testTile, 1, 0, 0);
px+=64;
}
py+=23;
}
spriteObject->End();
pD3DDevice->OMSetBlendState(pOriginalBlendState10, OriginalBlendFactor, OriginalSampleMask);
So, I've been puttering around with a few books on DirectX (specifically 10) and am trying my hand at building a game that uses it, but I'm stumped by a problem that none of the books seem to mention: I'm building an isometric map with sprites and as the board gets larger, the program slows down dramatically. Each tile is 64x45 and by the time that I have constructed a 36x19 (684) tile map with sprites, it takes roughly 6 seconds for my application to load up and about 5 seconds between each frame. Since debugging with breakpoints hasn't yielded any good clues I've narrowed down the area in my current code where the problem is to this specific section:
Any help would be appreciated.
const FLOAT clearcolor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
pD3DDevice->ClearRenderTargetView(pRenderTargetView, clearcolor);
if(spriteObject != NULL){
spriteObject->Begin(D3DX10_SPRITE_SORT_TEXTURE);
pD3DDevice->OMGetBlendState(&pOriginalBlendState10, OriginalBlendFactor, &OriginalSampleMask);
if(pBlendState10)
{
FLOAT NewBlendFactor[4] = {0,0,0,0};
pD3DDevice->OMSetBlendState(pBlendState10, NewBlendFactor,0xffffffff);
}
D3DXMatrixScaling(&matScale, 64, 45, 1.0f);
for(int y = 0;y < 36;y++){
px=0;
if(y % 2 == 1)
px-=32;
for(int x = 0;x < 19;x++){
D3DXMatrixTranslation(&matTrans, px, viewport.Height - py, 0.1f);
testTile.matWorld = (matScale * matTrans);
spriteObject->DrawSpritesImmediate(&testTile, 1, 0, 0);
px+=64;
}
py+=23;
}
spriteObject->End();
pD3DDevice->OMSetBlendState(pOriginalBlendState10, OriginalBlendFactor, OriginalSampleMask);
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DrawSpritesImmediate 的全部意义在于,您希望使用数百或数千个精灵的数组来调用它......而不是一次一个精灵。
或者,尝试将“立即”调用更改为使用 DrawSpritesBuffered,后跟 ID3DX10Sprite::Flush(在循环外部,就在 End() 之前)。
但即使如此...... 5s/帧听起来非常慢......你确定你没有使用软件“参考光栅化器”而不是硬件?
The whole point of DrawSpritesImmediate is that you want to call it with an array of hundreds or thousands of sprites... not one sprite at a time.
Alternatively, try changing your "Immediate" call to using DrawSpritesBuffered, followed by a ID3DX10Sprite::Flush (outside the loops, just before the End()).
But even with that... 5s/frame sounds awfully slow... are you sure you're not using the software "reference rasterizer" instead of the HW ?