C# WP7在绘制大量基本立方体时滞后

C# WP7在绘制大量基本立方体时滞后,c#,windows-phone-7,3d,windows-phone-8,xna,C#,Windows Phone 7,3d,Windows Phone 8,Xna,我目前正在制作一个3D Arkanoid克隆,我正在使用原语绘制立方体 我有6行,每行49个街区,总共294个街区。 通常情况下,我并不担心视错觉,但低端手机的游戏速度慢得离谱。我知道问题在于方块的绘制,因为删除代码后游戏运行良好 我设置基本体的代码是 VertexPositionNormalTexture[] vertices1 = new VertexPositionNormalTexture[4]; VertexPositionNormalTexture[] vertices2 = new

我目前正在制作一个3D Arkanoid克隆,我正在使用原语绘制立方体

我有6行,每行49个街区,总共294个街区。 通常情况下,我并不担心视错觉,但低端手机的游戏速度慢得离谱。我知道问题在于方块的绘制,因为删除代码后游戏运行良好

我设置基本体的代码是

VertexPositionNormalTexture[] vertices1 = new VertexPositionNormalTexture[4];
VertexPositionNormalTexture[] vertices2 = new VertexPositionNormalTexture[4];
VertexPositionNormalTexture[] vertices3 = new VertexPositionNormalTexture[4];
VertexPositionNormalTexture[] vertices4 = new VertexPositionNormalTexture[4];
VertexPositionNormalTexture[] vertices5 = new VertexPositionNormalTexture[4];
VertexPositionNormalTexture[] vertices6 = new VertexPositionNormalTexture[4];

public void SetupVertices(){
 vertices1[0].Position = new Vector3(position.X, position.Y, position.Z);
        vertices1[0].TextureCoordinate = new Vector2(1, 1);
        vertices1[1].Position = new Vector3(position.X, position.Y + size.Y, position.Z);
        vertices1[1].TextureCoordinate = new Vector2(1, 0);
        vertices1[2].Position = new Vector3(position.X + size.X, position.Y + size.Y, position.Z);
        vertices1[2].TextureCoordinate = new Vector2(0, 0);
        vertices1[3].Position = new Vector3(position.X + size.X, position.Y, position.Z);
        vertices1[3].TextureCoordinate = new Vector2(0, 1);
        //Another side

        vertices2[0].Position = new Vector3(position.X, position.Y, position.Z);
        vertices2[0].TextureCoordinate = new Vector2(0, 1);
        vertices2[1].Position = new Vector3(position.X, position.Y + size.Y, position.Z);
        vertices2[1].TextureCoordinate = new Vector2(0, 0);
        vertices2[2].Position = new Vector3(position.X, position.Y + size.Y, position.Z + size.Z);
        vertices2[2].TextureCoordinate = new Vector2(1, 0);
        vertices2[3].Position = new Vector3(position.X, position.Y, position.Z + size.Z);
        vertices2[3].TextureCoordinate = new Vector2(1, 1);
        //ANOTHER SIDE
        vertices3[0].Position = new Vector3(position.X + size.X, position.Y, position.Z + size.Z);
        vertices3[0].TextureCoordinate = new Vector2(0, 1);
        vertices3[1].Position = new Vector3(position.X + size.X, position.Y + size.Y, position.Z + size.Z);
        vertices3[1].TextureCoordinate = new Vector2(0, 0);
        vertices3[2].Position = new Vector3(position.X + size.X, position.Y + size.Y, position.Z);
        vertices3[2].TextureCoordinate = new Vector2(1, 0);
        vertices3[3].Position = new Vector3(position.X + size.X, position.Y, position.Z);
        vertices3[3].TextureCoordinate = new Vector2(1, 1);

        vertices4[0].Position = new Vector3(position.X, position.Y, position.Z + size.Z);
        vertices4[0].TextureCoordinate = new Vector2(0, 1);
        vertices4[1].Position = new Vector3(position.X, position.Y + size.Y, position.Z + size.Z);
        vertices4[1].TextureCoordinate = new Vector2(0, 0);
        vertices4[2].Position = new Vector3(position.X + size.X, position.Y + size.Y, position.Z + size.Z);
        vertices4[2].TextureCoordinate = new Vector2(1, 0);
        vertices4[3].Position = new Vector3(position.X + size.X, position.Y, position.Z + size.Z);
        vertices4[3].TextureCoordinate = new Vector2(1, 1);


        vertices5[0].Position = new Vector3(position.X, position.Y + size.Y, position.Z);
        vertices5[0].TextureCoordinate = new Vector2(0, 0);
        vertices5[1].Position = new Vector3(position.X + size.X, position.Y + size.Y, position.Z);
        vertices5[1].TextureCoordinate = new Vector2(1, 0);
        vertices5[2].Position = new Vector3(position.X + size.X, position.Y + size.Y, position.Z + size.Z);
        vertices5[2].TextureCoordinate = new Vector2(1, 1);
        vertices5[3].Position = new Vector3(position.X, position.Y + size.Y, position.Z + size.Z);
        vertices5[3].TextureCoordinate = new Vector2(0, 1);

        //bottom
        vertices6[0].Position = new Vector3(position.X, position.Y, position.Z);
        vertices6[0].TextureCoordinate = new Vector2(0, 0);
        vertices6[1].Position = new Vector3(position.X + size.X, position.Y, position.Z);
        vertices6[1].TextureCoordinate = new Vector2(1, 0);
        vertices6[2].Position = new Vector3(position.X + size.X, position.Y, position.Z + size.Z);
        vertices6[2].TextureCoordinate = new Vector2(1, 1);
        vertices6[3].Position = new Vector3(position.X, position.Y, position.Z + size.Z);
        vertices6[3].TextureCoordinate = new Vector2(0, 1);
        numTriangles = 4;
        indices = new short[numTriangles + 2];

        int i = 0;
        indices[i++] = 0;
        indices[i++] = 1;
        indices[i++] = 3;
        indices[i++] = 2;
}
我画积木的代码是基本的,但我不知道如何使用它

//Game1.CS Code
GraphicsDevice.SamplerStates[0] = SamplerState.LinearClamp; // need to do this on reach     devices to allow non 2^n textures


        #region GamePlaying
        if (gameState == State.BREAKOUT || gameState == State.GAMEOVERBREAKOUT)
        {
            foreach (Block block in lastBlocks)
            {
                block.Draw(camera);
            }
            foreach (Block block in fourthBlocks)
            {
                block.Draw(camera);
            }
            foreach (Block block in thirdBlocks)
            {
                block.Draw(camera);
            }
            foreach (Block block in secondBlocks)
            {
                block.Draw(camera);
            }
            foreach (Block block in firstBlocks)
            {
                block.Draw(camera);
            }
            foreach (Block block in fifthBlocks)
            {
                block.Draw(camera);
            }
}
Block.CS绘制代码

public void Draw(Camera camera)
    {
        effect.View = camera.View;
        effect.Projection = camera.Projection;
        effect.World = rotationMatrix;


        foreach (EffectPass pass in effect.CurrentTechnique.Passes)
        {
            pass.Apply();
            graphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleStrip, vertices1, 0, 4, indices, 0, numTriangles);
            graphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleStrip, vertices2, 0, 4, indices, 0, numTriangles);
            graphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleStrip, vertices3, 0, 4, indices, 0, numTriangles);
            graphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleStrip, vertices4, 0, 4, indices, 0, numTriangles);
            graphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleStrip, vertices5, 0, 4, indices, 0, numTriangles);
            graphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.TriangleStrip, vertices6, 0, 4, indices, 0, numTriangles);
        }

    }

每个块调用DrawUserIndexedPrimitives就是问题所在。这种draw调用背后的思想是让你用很少的调用来绘制大量的原语,而不是用很少的调用来绘制大量的原语

您有两个选择:

  • 用于绘制四边形(这在内部为您执行批处理,因此您不必处理它)
  • 不要在每个绘图调用中直接调用DrawUserIndexedPrimitives,而是将顶点(和重新编号的索引)累积到临时缓冲区中,并在所有对象累积后提交一次(一组索引的每个效果)

  • 希望这有帮助。

    事实上,他每个立方体使用6次抽签。。。所以,只要屏幕上有10个立方体,他就可以进行至少60次抽签。