[英]How to fill sf::VertexArray of sf::TriangleStrip with color?
I would like to increase the drawing performance by using a single sf::VertexArray
to display thousands of circles.我想通过使用单个sf::VertexArray
来显示数千个圆来提高绘图性能。 To make sure it works, I wrote this example:为了确保它有效,我写了这个例子:
#include <SFML/Graphics.hpp>
#include <iostream>
#define WIDTH 100
#define HEIGHT 100
int main() {
sf::RenderWindow window(sf::VideoMode(WIDTH, HEIGHT), "RTREE",
sf::Style::Close);
while (window.isOpen()) {
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) window.close();
}
sf::CircleShape circle(50);
circle.setPosition(100,100);
size_t count = circle.getPointCount();
sf::VertexArray objects(sf::TriangleStrip, count);
for (int i = 0; i < count; i++) {
objects.append(circle.getPoint(i));
}
for (int i = 0; i < objects.getVertexCount(); i++) {
objects[i].color = sf::Color::Blue;
}
window.clear();
window.draw(objects);
window.display();
}
}
However, the color
only applies to the line, not the fill:但是, color
仅适用于线条,不适用于填充:
Is it possible to fill the shape with a single color?是否可以用单一颜色填充形状?
You are right, displaying more than 1000 circles with a window.draw
between each of them result in poor performances.你是对的,显示超过 1000 个圆圈,每个圆圈之间有一个window.draw
会导致性能不佳。 The vertexArray is indeed a good solution. vertexArray 确实是一个很好的解决方案。
You used sf::TriangleStrip
which does not work as you expected.您使用的sf::TriangleStrip
无法按预期工作。 Your verticles are indeed painted, but they are only on the edge of the circle.你的verticles确实画了,但它们只在圆圈的边缘。 You need to use either sf::TriangleFan
or sf::Triangles
if you want more than one circle per array.如果您希望每个数组有多个圆,则需要使用sf::TriangleFan
或sf::Triangles
。
Here an example.这是一个例子。 I was able to display 513'000 verticles at 60 fps (each circle is about 30 verticles, which is about 10'000 circles.我能够以 60 fps 的速度显示 513'000 个 Verticles(每个圆圈大约有 30 个 Verticle,即大约 10'000 个圆圈。
#include <SFML/Graphics.hpp>
#include <cmath>
#include <iostream>
#include <sstream>
#define WIDTH 800
#define HEIGHT 800
using namespace std;
template <typename T>
std::string to_string_with_precision(const T a_value, const int n = 6)
{
std::ostringstream out;
out.precision(n);
out << std::fixed << a_value;
return out.str();
}
void addCircle(sf::VertexArray &array, sf::Vector2f position, float radius, sf::Color color) {
size_t count = 30;
for (int i = 0; i < count; i += 1) {
sf::Vertex v0;
v0.position = sf::Vector2f(position.x, position.y);
v0.color = color;
array.append(v0);
sf::Vertex v1;
float angle = i * 2 * M_PI / count;
v1.position = sf::Vector2f(position.x + cos(angle) * radius, position.y + sin(angle) * radius);
v1.color = color;
array.append(v1);
sf::Vertex v2;
angle = (i + 1) * 2 * M_PI / count;
v2.position = sf::Vector2f(position.x + cos(angle) * radius, position.y + sin(angle) * radius);
v2.color = color;
array.append(v2);
}
}
#define FRAMERATE 120
int main() {
sf::RenderWindow window(sf::VideoMode(WIDTH, HEIGHT), "RTREE", sf::Style::Close);
// Fps text
sf::Font font;
if (!font.loadFromFile("../assets/collegiate.ttf")) {
std::cout << "Error loading font" << std::endl;
}
sf::Text fps;
fps.setFont(font);
fps.setPosition(10, 10);
fps.setCharacterSize(16);
fps.setFillColor(sf::Color::White);
// Time management
sf::Clock clock;
sf::Time timeSinceLastUpdate = sf::Time::Zero;
sf::Time timePerFrame = sf::seconds(1.f / FRAMERATE);
sf::Time timeSinceLastDraw = sf::Time::Zero;
window.setFramerateLimit(FRAMERATE);
float vr = 0;
while (window.isOpen()) {
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) window.close();
}
size_t count = 15;
sf::Color color = sf::Color::Red;
color.a = 50;
sf::Color color2 = sf::Color::Blue;
color2.a = 20;
sf::VertexArray objects(sf::Triangles);
for (int k = 0; k < 5; k++) {
sf::Color c = k % 2 ? color : color2;
for (int j = 20; j < 400; j += 5) {
for (int i = 0; i < count; i++) {
float angle = i * 2 * M_PI / count;
angle += (i % 2 ? vr : -vr) * k * (k % 2 ? 1 : -1);
addCircle(objects, sf::Vector2f(WIDTH / 2 + cos(angle) * j, HEIGHT / 2 + sin(angle) * j), j / 5, c);
}
}
}
timeSinceLastDraw = clock.restart();
timeSinceLastUpdate += timeSinceLastDraw;
double timeFps = 1.f / timeSinceLastDraw.asSeconds();
fps.setString("verticles: " + to_string_with_precision(objects.getVertexCount(), 0) + " fps: " + to_string_with_precision(timeFps, 0));
while (timeSinceLastUpdate > timePerFrame) {
timeSinceLastUpdate -= timePerFrame;
vr += 0.01;
}
window.clear();
window.draw(objects);
window.draw(fps);
window.display();
}
}
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