使用 glsl 提高性能

Perfomance improvement by using glsl

我的游戏动画性能不够快,所以我尝试寻找提高速度的方法并找到 Shoot em up 但游戏似乎使用 GLSL 脚本和 canvas 我真的不不明白它们是如何工作的。我如何使用上述方法重写我的代码(glsl 脚本和 canvas)

这是我的慢速脚本,在移动设备上为 10-12 Fps(android 和 iOS),在桌面设备上为 48-58 Fps

from kivy.app import App
from kivy.uix.image import Image
from kivy.uix.widget import Widget
from kivy.properties import NumericProperty, ReferenceListProperty, ObjectProperty,ListProperty, BooleanProperty
from kivy.vector import Vector
from kivy.clock import Clock
import random
import math
from kivy.lang import Builder

Builder.load_string("""
<FT>:
    canvas.before:
        PushMatrix

        Rotate:
            angle: self.angle
            origin: self.center
    canvas.after:
        PopMatrix
<Flame>:
    canvas.before:
        PushMatrix

        Rotate:
            angle: self.angle
            origin: self.center

    canvas.after:
        PopMatrix
<FlameGun>:
    tank: tank
    canvas:
        Rectangle:
            source: "wood.png"
            size: self.size
            pos: self.pos
    FT:
        id: tank
        center: (root.width/2, 70)
""") 
class Flame(Image):
    velocity_x = NumericProperty(0)
    active = BooleanProperty(False)
    velocity_y = NumericProperty(0)
    velocity = ReferenceListProperty(velocity_x, velocity_y)
    angle = NumericProperty(0)
    def __init__(self, **kwargs):
        super(Flame, self).__init__(**kwargs)
        self.size_hint=(None, None)
        self.source = "zn.zip" #Contain animated images of Flame
        self.anim_delay= 0.35
        self.anim_loop = 1
        rs = random.randint(70, 80)
        self.size = (rs, rs)
        self.bind(active=self.addV)
    def addV(self, *args):
        self.velocity_y += random.uniform(20.0, 25.0)
        self.velocity_x += 0
    def move(self, pa):
        self.pos = Vector(*self.velocity) + self.pos
        self.angle = random.randint(0, 360)
        self.size = (self.size[0]+1, self.size[1]+1)
        if (self.y > pa.top/1.6):
            pa.removeThis(self)
            self.velocity_y = 0
            self.velocity_x = 0
class FT(Image):
    velocity_x = NumericProperty(0)
    activated = BooleanProperty(False)
    velocity_y = NumericProperty(0)
    velocity = ReferenceListProperty(velocity_x, velocity_y)
    angle = NumericProperty(180)
    def __init__(self, **kwargs):
        super(FT, self).__init__(**kwargs)
        self.source = 'FlameThrower.png'
class FlameGun(Widget):
    tank = ObjectProperty(None)
    angle = NumericProperty(180)
    pr = NumericProperty(0.0)
    flames = []
    def update(self, dt):
        self.addFlame()
        if len(self.flames) != 0:
            for tank in self.flames:
                if tank.active:
                    tank.move(self)

    def removeThis(self, bl):
        self.flames.remove(bl)
        self.remove_widget(bl)
        bl = None
    def startFlame(self, *args):
        for tank in self.flames:
            if not tank.active:
                tank.active = True
    def addFlame(self, *args):
        self.fl = Flame()
        self.add_widget(self.fl)
        self.fl.center = self.tank.center
        self.flames.append(self.fl)
        self.fl.velocity = 0, 0
        if len(self.flames) != 0:
            self.startFlame()
    def on_touch_down(self, touch):
        self.tank.activated = True

class FlameApp(App):
    def build(self):
        game = FlameGun()
        Clock.schedule_interval(game.update, 1.0 / 60.0)
        return game

if __name__ == '__main__':
    FlameApp().run()

如何使用 glsl 重写上述代码以获得最快的性能?

如果不分析代码就很难确切地说出为什么你的代码很慢,但这很可能是由于过度使用小部件造成的。尝试尽可能多地使用 Kivy canvas 指令——这需要更多的手动管理来准确地知道什么去哪里,但避免了大量的小部件开销(这对大多数应用程序来说无关紧要,但当你有大量的小部件)。

碰巧,这正是您要问的问题:Kivy 是一个 opengl 工具包,canvas 指令以相对较小的开销直接操作 gl 状态。您链接的示例做了一些更手动的事情,但您现在不需要做那么多。