这个系列教程 是https://github.com/mattdesl/lwjgl-basics/wiki的系列翻译。
精灵批处理(Sprite Batching)
如果我们用上一节讲到的debugTexture去渲染所有的图形,那么我们马上就会遇到性能问题。这是因为我们每次只把一个精灵发送到GPU,所以我们要在一次draw call中把精灵批量发送到GPU。这样的话我们就要用到SpriteBatch

介绍
我们上一节讲到,一个精灵只是确定一个矩形的一些系列顶点。这里的每个定点有包括若干属性:

Position(x, y) - 在屏幕上的位置
TexCoord(s, t) - 纹理的取样坐标
Color(r, g, b, a) - 定点的颜色和透明度

大多数的SpriteBatch的代码都是很易用的。可能在你游戏的代码中是这样的:

//called on game creation
public void create() {
    //create a single batcher we will use throughout our application
    spriteBatch = new SpriteBatch();
}

//called on frame render
public void render() {
    //prepare the batch for rendering
    spriteBatch.begin(); 

    //draw all of our sprites
    spriteBatch.draw(mySprite1, x, y);
    spriteBatch.draw(mySprite2, x, y);
    ...

    //end the batch, flushing the data to GPU
    spriteBatch.end();
}

//called when the display is resized
public void resize(int width, int height) {
    //notify the sprite batcher whenever the screen changes 
    spriteBatch.resize(width, height);
}

首先我们调用begin(),然后调用 spriteBatch.draw(...)把精灵的顶点信息(坐标,纹理坐标,颜色)放入一个非常大的栈里。
顶点在下列情况发生前是不会被传入GPU的:

  • batch被强制调用end(),或者别的函数刷新batch 比如flush()
  • 当用户绘制一个Sprite他的Texture和上一个Texture不是同一个的时候batch是被刷新的。
  • 存顶点的栈已经没有空间,需要刷新重新开始。

这些是写一个SpriteBatch之前必须要知道的。如上边所说,用多个Texture会导致多个draw call。这就是为什么我们总是推荐利用Texture atlas(纹理集),它可以让我们渲染多个sprite 只用用一个draw call。

TextureRegion
像我们上面讨论的。在用Texture atlas的时候我们可以获得更好的性能。那么当我们用要画这个纹理的一部分的时候我们要用到TextureRegion这个工具类。它允许我们在像素级别去指定图片中我们要渲染区域的位置,长和宽。让我们来举个例子。下图高亮区域就是我们要渲染的sprite.
请输入图片描述
我们可以用下面的代码去得到一个TextureRegion:

//specify x, y, width, height of tile
region = new TextureRegion(64, 64, 64, 64);

如我们看到的TextureRegion使我们可以获得一个子图片而不必关心他的纹理坐标。我们用下面的代码去渲染一个TextureRegion

... inside SpriteBatch begin / end ...
spriteBatch.draw(region, x, y);

顶点颜色(Vertex Color)
我们通过调整batch的颜色去改变sprites的颜色(顶点颜色)。
我们用RGBA赋值的方式来描述颜色,那么(1, 1, 1, 1)代表白色,(1, 0, 0, 1)代表红色,A值用来调整不透明度。

spriteBatch.begin();

//draw calls will now use 50% opacity
spriteBatch.setColor(1f, 1f, 1f, 0.5f);
spriteBatch.draw(...);
spriteBatch.draw(...);

//draw calls will now use 100% opacity (default)
spriteBatch.setColor(1f, 1f, 1f, 1f);
spriteBatch.draw(...);

spriteBatch.end();

是三角型不是四边形(Triangles, not Quads!)
在之前的学习中我们可能认为纹理是四边形的,其实在真实的环境当中大部分sprite batchers是用两个三角形去代表一个四边形。顶点的存储顺序是依赖具体引擎的,但是具体概念基本是如下图的:
请输入图片描述
一个单独的sprite包含两个三角形或者说包含6个顶点。每个顶点又包含8个属性(X, Y, S, T, R, G, B, A),它们分别代表坐标,纹理坐标和颜色。这表示一个sprite就要把48个浮点数放入栈中。一些优化的sprite batching 可能会把48个值合并到一个浮点数当中,或者把代表颜色的四个浮点数合并到一个浮点数中。
Code

下面是一个SpriteBatch的实际代码,其中有一些shader的代码我们以后会讲到:

 public class SpriteBatch {
        public static final String U_TEXTURE = "u_texture";
        public static final String U_PROJ_VIEW = "u_projView";

        public static final String ATTR_COLOR = "Color";
        public static final String ATTR_POSITION = "Position";
        public static final String ATTR_TEXCOORD = "TexCoord";

        public static final String DEFAULT_VERT_SHADER =
                "uniform mat4 "+U_PROJ_VIEW+";\n" +
                "attribute vec4 "+ATTR_COLOR+";\n" +
                "attribute vec2 "+ATTR_TEXCOORD+";\n" +
                "attribute vec2 "+ATTR_POSITION+";\n" +
                "varying vec4 vColor;\n" +
                "varying vec2 vTexCoord; \n" +
                "void main() {\n" +
                "   vColor = "+ATTR_COLOR+";\n" +
                "   vTexCoord = "+ATTR_TEXCOORD+";\n" +
                "   gl_Position = "+U_PROJ_VIEW+" * vec4("+ATTR_POSITION+".xy, 0, 1);\n" +
                "}";

        public static final String DEFAULT_FRAG_SHADER =
                "uniform sampler2D "+U_TEXTURE+";\n" +
                "varying vec4 vColor;\n" +
                "varying vec2 vTexCoord;\n" +
                "void main(void) {\n" +
                "   vec4 texColor = texture2D("+U_TEXTURE+", vTexCoord);\n" +
                "   gl_FragColor = vColor * texColor;\n" +
                "}";

        public static final List<VertexAttrib> ATTRIBUTES = Arrays.asList(
                new VertexAttrib(0, ATTR_POSITION, 2),
                new VertexAttrib(1, ATTR_COLOR, 4),
                new VertexAttrib(2, ATTR_TEXCOORD, 2));

        static ShaderProgram defaultShader;
        public static int renderCalls = 0;

        protected FloatBuffer buf16;
        protected Matrix4f projMatrix;
        protected Matrix4f viewMatrix;
        protected Matrix4f projViewMatrix;
        protected Matrix4f transpositionPool;

        protected Texture texture;
        protected ShaderProgram program;

        protected VertexData data;

        private int idx;
        private int maxIndex;

        private float r=1f, g=1f, b=1f, a=1f;
        private boolean drawing = false;

        static ShaderProgram getDefaultShader() {
            return defaultShader==null
                    ? new ShaderProgram(DEFAULT_VERT_SHADER, DEFAULT_FRAG_SHADER, ATTRIBUTES)
                    : defaultShader;
        }

        public SpriteBatch(ShaderProgram program, int size) {
            this.program = program;

            //later we can do some abstraction to replace this with VBOs...
            this.data = new VertexArray(size * 6, ATTRIBUTES);

            //max indices before we need to flush the renderer
            maxIndex = size * 6;

            updateMatrices();
        }

        public SpriteBatch(int size) {
            this(getDefaultShader(), size);
        }

        public SpriteBatch() {
            this(1000);
        }

        public Matrix4f getViewMatrix() {
            return viewMatrix;
        }

        public void setColor(float r, float g, float b, float a) {
            this.r = r;
            this.g = g;
            this.b = b;
            this.a = a;
        }

        /**
         * Call to multiply the the projection with the view matrix and save
         * the result in the uniform mat4 {@value #U_PROJ_VIEW}.
         */
        public void updateMatrices() {
            // Create projection matrix:
            projMatrix = MathUtil.toOrtho2D(projMatrix, 0, 0, Display.getWidth(), Display.getHeight());
            // Create view Matrix, if not present:
            if (viewMatrix == null) {
                viewMatrix = new Matrix4f();
            }
            // Multiply the transposed projection matrix with the view matrix:
            projViewMatrix = Matrix4f.mul(
                    Matrix4f.transpose(projMatrix, transpositionPool),
                    viewMatrix,
                    projViewMatrix);

            program.use();

            // Store the the multiplied matrix in the "projViewMatrix"-uniform:
            program.storeUniformMat4(U_PROJ_VIEW, projViewMatrix, false);

            //upload texcoord 0
            int tex0 = program.getUniformLocation(U_TEXTURE);
            if (tex0!=-1)
                glUniform1i(tex0, 0);
        }

        public void begin() {
            if (drawing) throw new IllegalStateException("must not be drawing before calling begin()");
            drawing = true;
            program.use();
            idx = 0;
            renderCalls = 0;
            texture = null;
        }

        public void end() {
            if (!drawing) throw new IllegalStateException("must be drawing before calling end()");
            drawing = false;
            flush();
        }

        public void flush() {
            if (idx>0) {
                data.flip();
                render();
                idx = 0;
                data.clear();
            }
        }

        public void drawRegion(Texture tex, float srcX, float srcY, float srcWidth,
                float srcHeight, float dstX, float dstY) {
            drawRegion(tex, srcX, srcY, srcWidth, srcHeight, dstX, dstY, srcWidth, srcHeight);
        }

        public void drawRegion(Texture tex, float srcX, float srcY, float srcWidth,
                float srcHeight, float dstX, float dstY, float dstWidth,
                float dstHeight) {
            float u = srcX / tex.width;
            float v = srcY / tex.height;
            float u2 = (srcX+srcWidth) / tex.width;
            float v2 = (srcY+srcHeight) / tex.height;
            draw(tex, dstX, dstY, dstWidth, dstHeight, u, v, u2, v2);
        }

        public void draw(Texture tex, float x, float y) {
            draw(tex, x, y, tex.width, tex.height);
        }

        public void draw(Texture tex, float x, float y, float width, float height) {
            draw(tex, x, y, width, height, 0, 0, 1, 1);
        }

        public void draw(Texture tex, float x, float y, float width, float height,
                float u, float v, float u2, float v2) {
            checkFlush(tex);

            //top left, top right, bottom left
            vertex(x, y, r, g, b, a, u, v);
            vertex(x+width, y, r, g, b, a, u2, v);
            vertex(x, y+height, r, g, b, a, u, v2);

            //top right, bottom right, bottom left
            vertex(x+width, y, r, g, b, a, u2, v);
            vertex(x+width, y+height, r, g, b, a, u2, v2);
            vertex(x, y+height, r, g, b, a, u, v2);
        }


        /**
         * Renders a texture using custom vertex attributes; e.g. for different vertex colours.
         * This will ignore the current batch color.
         *
         * @param tex the texture to use
         * @param vertices an array of 6 vertices, each holding 8 attributes (total = 48 elements)
         * @param offset the offset from the vertices array to start from
         */
        public void draw(Texture tex, float[] vertices, int offset) {
            checkFlush(tex);
            data.put(vertices, offset, data.getTotalNumComponents() * 6);
            idx += 6;
        }

        VertexData vertex(float x, float y, float r, float g, float b, float a,
                float u, float v) {
            data.put(x).put(y).put(r).put(g).put(b).put(a).put(u).put(v);
            idx++;
            return data;
        }

        protected void checkFlush(Texture texture) {
            if (texture==null)
                throw new NullPointerException("null texture");

            //we need to bind a different texture/type. this is
            //for convenience; ideally the user should order
            //their rendering wisely to minimize texture binds
            if (texture!=this.texture || idx >= maxIndex) {
                //apply the last texture
                flush();
                this.texture = texture;
            }
        }

        private void render() {
            if (texture!=null)
                texture.bind();
            data.bind();
            data.draw(GL_TRIANGLES, 0, idx);
            data.unbind();
            renderCalls++;
        }


    }

红色贪吃蛇
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做游戏的