绘制超过 500 个形状时 SFML 变慢
SFML slow when drawing more than 500 shapes
我是 SFML 的新手,我想实现流体类群模拟。但是,我发现当同时绘制超过500个形状时,fps下降得很快。
我如何改进下面的代码以使其更快地达到 运行?
#include <SFML/Graphics.hpp>
#include <vector>
#include <iostream>
sf::ConvexShape newShape() {
sf::ConvexShape shape(3);
shape.setPoint(0, sf::Vector2f(0, 0));
shape.setPoint(1, sf::Vector2f(-7, 20));
shape.setPoint(2, sf::Vector2f(7, 20));
shape.setOrigin(0, 10);
shape.setFillColor(sf::Color(49, 102, 156, 150));
shape.setOutlineColor(sf::Color(125, 164, 202, 150));
shape.setOutlineThickness(1);
shape.setPosition(rand() % 800, rand() % 600);
shape.setRotation(rand() % 360);
return shape;
}
int main() {
sf::Clock dtClock, fpsTimer;
sf::RenderWindow window(sf::VideoMode(800, 600), "Too Slow");
std::vector<sf::ConvexShape> shapes;
for (int i = 0; i < 1000; i++) shapes.push_back(newShape());
while (window.isOpen()) {
window.clear(sf::Color(50, 50, 50));
for (auto &shape : shapes) { shape.rotate(0.5); window.draw(shape); }
window.display();
float dt = dtClock.restart().asSeconds();
if (fpsTimer.getElapsedTime().asSeconds() > 1) {
fpsTimer.restart();
std::cout << ((1.0 / dt > 60) ? 60 : (1.0 / dt)) << std::endl;
}
}
}
我有以下表现:
Shapes FPS
10 60
100 60
500 60
600 60
700 55
800 50
900 45
1000 21
我的目标是在屏幕上显示大约 5k 个 boid。
编辑
我正在 Windows 11 上构建项目,在 WSL2 下启用了 vGPU。当使用 Visual Studio 在 Windows 11 上进行本地测试时,我获得了更好的性能(我可以 运行 5k boids 以 60 FPS)
问题是很多绘图调用。这是该程序的缓慢部分。为了解决这个问题,我们可以将所有三角形放入单个顶点数组中,并仅在该数组上调用绘图。这样我们将加快程序。问题是您必须实现自己的旋转方法。我实现了下面的方法并进行了编辑,因此函数 returns 单顶点数组中的三角形。
#include <SFML/Graphics.hpp>
#include <iostream>
//This function returns vertex array by given number of triangles
sf::VertexArray newShape(int numberOfTriangles) {
sf::VertexArray shape(sf::Triangles);
//we are going trough every point in each triangle
for (int i=0;i<3*numberOfTriangles;i++){
//creating points of triangles as vertexes 1, 2 and 3
sf::Vertex v1(sf::Vector2f(rand() % 800, rand() % 600));
sf::Vertex v2(sf::Vector2f(v1.position.x - 7, v1.position.y - 20));
sf::Vertex v3(sf::Vector2f(v1.position.x + 7, v1.position.y - 20));
//setting color
v1.color = v2.color = v3.color = sf::Color(49, 102, 156, 150);
//rotating for random angle
sf::Transform transform;
transform.rotate(rand()%90, (v2.position.x + v3.position.x) / 2,v1.position.y - 10);
v1.position = transform.transformPoint(v1.position);
v2.position = transform.transformPoint(v2.position);
v3.position = transform.transformPoint(v3.position);
//appending them into vertex array
shape.append(v1);
shape.append(v2);
shape.append(v3);
}
return shape;
}
//rotate function finds the middle of 3 vertexes and rotates them
void rotate(sf::VertexArray& array, double angle){
for (int i=0;i<array.getVertexCount();i+=3){
sf::Transform transform;
transform.rotate(angle, (array[i+1].position.x + array[i+2].position.x) / 2, (array[i].position.y + array[i+1].position.y)/2);
array[i].position = transform.transformPoint(array[i].position);
array[i+1].position = transform.transformPoint(array[i+1].position);
array[i+2].position = transform.transformPoint(array[i+2].position);
}
}
int main() {
sf::Clock dtClock, fpsTimer;
sf::RenderWindow window(sf::VideoMode(800, 600), "Too Slow");
//creating new array with 30000 triangles
sf::VertexArray shapes = newShape(30000);
window.setFramerateLimit(60);
while (window.isOpen()) {
//event to close window on close button
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
window.clear(sf::Color(50, 50, 50));
//no need for for now, as you can rotate them all in function and draw them together
rotate(shapes,5);
window.draw(shapes);
window.display();
float dt = dtClock.restart().asSeconds();
if (fpsTimer.getElapsedTime().asSeconds() > 1) {
fpsTimer.restart();
std::cout << ((1.0 / dt > 60) ? 60 : (1.0 / dt)) << std::endl;
}
}
}
现在的瓶颈不是绘图而是旋转,我用 100000 个三角形测试了这段代码,我得到了大约 45 fps。对于 1000000,由于旋转,我的帧率变得很差。
我是 SFML 的新手,我想实现流体类群模拟。但是,我发现当同时绘制超过500个形状时,fps下降得很快。
我如何改进下面的代码以使其更快地达到 运行?
#include <SFML/Graphics.hpp>
#include <vector>
#include <iostream>
sf::ConvexShape newShape() {
sf::ConvexShape shape(3);
shape.setPoint(0, sf::Vector2f(0, 0));
shape.setPoint(1, sf::Vector2f(-7, 20));
shape.setPoint(2, sf::Vector2f(7, 20));
shape.setOrigin(0, 10);
shape.setFillColor(sf::Color(49, 102, 156, 150));
shape.setOutlineColor(sf::Color(125, 164, 202, 150));
shape.setOutlineThickness(1);
shape.setPosition(rand() % 800, rand() % 600);
shape.setRotation(rand() % 360);
return shape;
}
int main() {
sf::Clock dtClock, fpsTimer;
sf::RenderWindow window(sf::VideoMode(800, 600), "Too Slow");
std::vector<sf::ConvexShape> shapes;
for (int i = 0; i < 1000; i++) shapes.push_back(newShape());
while (window.isOpen()) {
window.clear(sf::Color(50, 50, 50));
for (auto &shape : shapes) { shape.rotate(0.5); window.draw(shape); }
window.display();
float dt = dtClock.restart().asSeconds();
if (fpsTimer.getElapsedTime().asSeconds() > 1) {
fpsTimer.restart();
std::cout << ((1.0 / dt > 60) ? 60 : (1.0 / dt)) << std::endl;
}
}
}
我有以下表现:
Shapes FPS
10 60
100 60
500 60
600 60
700 55
800 50
900 45
1000 21
我的目标是在屏幕上显示大约 5k 个 boid。
编辑
我正在 Windows 11 上构建项目,在 WSL2 下启用了 vGPU。当使用 Visual Studio 在 Windows 11 上进行本地测试时,我获得了更好的性能(我可以 运行 5k boids 以 60 FPS)
问题是很多绘图调用。这是该程序的缓慢部分。为了解决这个问题,我们可以将所有三角形放入单个顶点数组中,并仅在该数组上调用绘图。这样我们将加快程序。问题是您必须实现自己的旋转方法。我实现了下面的方法并进行了编辑,因此函数 returns 单顶点数组中的三角形。
#include <SFML/Graphics.hpp>
#include <iostream>
//This function returns vertex array by given number of triangles
sf::VertexArray newShape(int numberOfTriangles) {
sf::VertexArray shape(sf::Triangles);
//we are going trough every point in each triangle
for (int i=0;i<3*numberOfTriangles;i++){
//creating points of triangles as vertexes 1, 2 and 3
sf::Vertex v1(sf::Vector2f(rand() % 800, rand() % 600));
sf::Vertex v2(sf::Vector2f(v1.position.x - 7, v1.position.y - 20));
sf::Vertex v3(sf::Vector2f(v1.position.x + 7, v1.position.y - 20));
//setting color
v1.color = v2.color = v3.color = sf::Color(49, 102, 156, 150);
//rotating for random angle
sf::Transform transform;
transform.rotate(rand()%90, (v2.position.x + v3.position.x) / 2,v1.position.y - 10);
v1.position = transform.transformPoint(v1.position);
v2.position = transform.transformPoint(v2.position);
v3.position = transform.transformPoint(v3.position);
//appending them into vertex array
shape.append(v1);
shape.append(v2);
shape.append(v3);
}
return shape;
}
//rotate function finds the middle of 3 vertexes and rotates them
void rotate(sf::VertexArray& array, double angle){
for (int i=0;i<array.getVertexCount();i+=3){
sf::Transform transform;
transform.rotate(angle, (array[i+1].position.x + array[i+2].position.x) / 2, (array[i].position.y + array[i+1].position.y)/2);
array[i].position = transform.transformPoint(array[i].position);
array[i+1].position = transform.transformPoint(array[i+1].position);
array[i+2].position = transform.transformPoint(array[i+2].position);
}
}
int main() {
sf::Clock dtClock, fpsTimer;
sf::RenderWindow window(sf::VideoMode(800, 600), "Too Slow");
//creating new array with 30000 triangles
sf::VertexArray shapes = newShape(30000);
window.setFramerateLimit(60);
while (window.isOpen()) {
//event to close window on close button
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
window.clear(sf::Color(50, 50, 50));
//no need for for now, as you can rotate them all in function and draw them together
rotate(shapes,5);
window.draw(shapes);
window.display();
float dt = dtClock.restart().asSeconds();
if (fpsTimer.getElapsedTime().asSeconds() > 1) {
fpsTimer.restart();
std::cout << ((1.0 / dt > 60) ? 60 : (1.0 / dt)) << std::endl;
}
}
}
现在的瓶颈不是绘图而是旋转,我用 100000 个三角形测试了这段代码,我得到了大约 45 fps。对于 1000000,由于旋转,我的帧率变得很差。