用java/libgdx编写的CHIP8仿真器运行太慢

用java/libgdx编写的CHIP8仿真器运行太慢,java,libgdx,emulation,chip-8,Java,Libgdx,Emulation,Chip 8,我对libgdx有一个很大的问题。我写了一个小的CHIP8模拟器来学习如何使用libgdx,但我仍在试图找出如何让它运行得更快。我使用Pixmap更新屏幕,然后将其渲染为纹理,但这似乎不是最佳解决方案,因为它运行非常缓慢。 代码如下: package com.eud0x.chip8gdx; import java.io.FileNotFoundException; import java.io.IOException; import java.util.concurrent.TimeUnit;

我对libgdx有一个很大的问题。我写了一个小的CHIP8模拟器来学习如何使用libgdx,但我仍在试图找出如何让它运行得更快。我使用Pixmap更新屏幕,然后将其渲染为纹理,但这似乎不是最佳解决方案,因为它运行非常缓慢。 代码如下:

package com.eud0x.chip8gdx;

import java.io.FileNotFoundException;
import java.io.IOException;
import java.util.concurrent.TimeUnit;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.TextureData;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;

public class Chip8 extends ApplicationAdapter implements InputProcessor {
    SpriteBatch batch;
    Pixmap screen;
    Texture surface;
    C8Emulator chip8;

    @Override
    public void create () {
        batch = new SpriteBatch();
        chip8 = new C8Emulator();
        screen = new Pixmap(512, 256, Format.RGB888);
        chip8.initEmulator();
        try {
            chip8.loadGame("/home/antonio/PONG");
        } catch (FileNotFoundException e) {
            // TODO Auto-generated catch block
            e.printStackTrace();
        } catch (IOException e) {
            // TODO Auto-generated catch block
            e.printStackTrace();
        }
        surface = new Texture(screen);
        Gdx.input.setInputProcessor(this);
    }

    @Override
    public void render () {
        chip8.emulateCycle();
        if ( chip8.drawflag != 0 ) {
            updateTexture();
            chip8.drawflag = 0;
        }
        batch.begin();
        batch.draw(surface, 0, 0);
        batch.end();
    }
    @Override
    public void dispose() {
        batch.dispose();
        screen.dispose();
        surface.dispose();
    }
    public void updateTexture() {
        screen.setColor(0,0,0,0);
        screen.fill();
        for ( int y = 0; y < 32; y++) {
            for ( int x = 0; x < 64; x++ ) {
                if (chip8.display[y][x] != 0) {
                    for (int cx = x*8; cx < x*8 + 8; cx++) {
                        for ( int cy = y*8; cy < y*8 + 8; cy++) {
                            screen.drawPixel(cx, cy, Color.WHITE.toIntBits());
                        }
                    }
                } 
            }
        }
        surface.draw(screen, 0, 0);
    }
@Override
    public boolean keyDown(int keycode) {
        switch (keycode) {
        case Keys.NUM_1:
            chip8.keyDown(0x1);
            break;
        case Keys.NUM_2:
            chip8.keyDown(0x2);
            break;
        case Keys.NUM_3:
            chip8.keyDown(0x3);
            break;
        case Keys.NUM_4:
            chip8.keyDown(0xC);
            break;
        case Keys.Q:
            chip8.keyDown(0x4);
            break;
        case Keys.W:
            chip8.keyDown(0x5);
            break;
        case Keys.E:
            chip8.keyDown(0x6);
            break;
        case Keys.R:
            chip8.keyDown(0xD);
            break;
        case Keys.A:
            chip8.keyDown(0x7);
            break;
        case Keys.S:
            chip8.keyDown(0x8);
            break;
        case Keys.D:
            chip8.keyDown(0x9);
            break;
        case Keys.F:
            chip8.keyDown(0xE);
            break;
        case Keys.Z:
            chip8.keyDown(0xA);
            break;
        case Keys.X:
            chip8.keyDown(0x0);
            break;
        case Keys.C:
            chip8.keyDown(0xB);
            break;
        case Keys.V:
            chip8.keyDown(0xF);
            break;
        default:
            break;  
        }
        return true;
    }

    @Override
    public boolean keyUp(int keycode) {
        switch (keycode) {
        case Keys.NUM_1:
            chip8.keyUp(0x1);
            break;
        case Keys.NUM_2:
            chip8.keyUp(0x2);
            break;
        case Keys.NUM_3:
            chip8.keyUp(0x3);
            break;
        case Keys.NUM_4:
            chip8.keyUp(0xC);
            break;
        case Keys.Q:
            chip8.keyUp(0x4);
            break;
        case Keys.W:
            chip8.keyUp(0x5);
            break;
        case Keys.E:
            chip8.keyUp(0x6);
            break;
        case Keys.R:
            chip8.keyUp(0xD);
            break;
        case Keys.A:
            chip8.keyUp(0x7);
            break;
        case Keys.S:
            chip8.keyUp(0x8);
            break;
        case Keys.D:
            chip8.keyUp(0x9);
            break;
        case Keys.F:
            chip8.keyUp(0xE);
            break;
        case Keys.Z:
            chip8.keyUp(0xA);
            break;
        case Keys.X:
            chip8.keyUp(0x0);
            break;
        case Keys.C:
            chip8.keyUp(0xB);
            break;
        case Keys.V:
            chip8.keyUp(0xF);
            break;
        default:
            break;  
        }
        return true;
    }

    @Override
    public boolean keyTyped(char character) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean touchDown(int screenX, int screenY, int pointer, int button) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean touchUp(int screenX, int screenY, int pointer, int button) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean touchDragged(int screenX, int screenY, int pointer) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean mouseMoved(int screenX, int screenY) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean scrolled(int amount) {
        // TODO Auto-generated method stub
        return false;
    }
}
package com.eud0x.chip8gdx;
导入java.io.FileNotFoundException;
导入java.io.IOException;
导入java.util.concurrent.TimeUnit;
导入com.badlogic.gdx.ApplicationAdapter;
导入com.badlogic.gdx.gdx;
导入com.badlogic.gdx.Input;
导入com.badlogic.gdx.Input.Keys;
导入com.badlogic.gdx.InputProcessor;
导入com.badlogic.gdx.graphics.Color;
导入com.badlogic.gdx.graphics.GL20;
导入com.badlogic.gdx.graphics.Pixmap;
导入com.badlogic.gdx.graphics.Pixmap.Format;
导入com.badlogic.gdx.graphics.Texture;
导入com.badlogic.gdx.graphics.TextureData;
导入com.badlogic.gdx.graphics.g2d.SpriteBatch;
公共类芯片8扩展应用程序适配器实现InputProcessor{
喷雾批;
Pixmap屏幕;
纹理表面;
C8Emulator芯片8;
@凌驾
公共void创建(){
批次=新的SpriteBatch();
chip8=新的C8Emulator();
screen=新的Pixmap(512,256,Format.RGB888);
chip8.initEmulator();
试一试{
chip8.loadGame(“/home/antonio/PONG”);
}catch(filenotfounde异常){
//TODO自动生成的捕捉块
e、 printStackTrace();
}捕获(IOE异常){
//TODO自动生成的捕捉块
e、 printStackTrace();
}
表面=新纹理(屏幕);
Gdx.input.setInputProcessor(此);
}
@凌驾
公共无效渲染(){
chip8.emulateCycle();
如果(chip8.drawflag!=0){
updateTexture();
chip8.drawflag=0;
}
batch.begin();
批量绘制(表面,0,0);
batch.end();
}
@凌驾
公共空间处置(){
batch.dispose();
screen.dispose();
表面处理();
}
公共void updateTexture(){
屏幕设置颜色(0,0,0,0);
screen.fill();
对于(int y=0;y<32;y++){
对于(int x=0;x<64;x++){
如果(芯片8.显示[y][x]!=0){
对于(int cx=x*8;cxSpriteBatch batch;
Texture pixelSprite;
C8Emulator chip8;

@Override
public void create () {
    batch = new SpriteBatch();
    chip8 = new C8Emulator();

    Pixmap textureSource = new Pixmap(1, 1, Format.RGB8888);
    textureSource.setColor(1, 1, 1, 1);
    textureSource.fill();
    pixelSprite = new Texture(textureSource);
    textureSource.dispose();

    chip8.initEmulator();
    try {
        chip8.loadGame("/home/antonio/PONG");
    } catch (FileNotFoundException e) {
        // TODO Auto-generated catch block
        e.printStackTrace();
    } catch (IOException e) {
        // TODO Auto-generated catch block
        e.printStackTrace();
    }
    Gdx.input.setInputProcessor(this);
}

@Override
public void render () {
    chip8.emulateCycle();

    //don't use draw flags. OpenGL redraws everything every frame
    Gdx.gl.glClearColor(0, 0, 0, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    batch.begin();
    for ( int y = 0; y < 32; y++) {
        for ( int x = 0; x < 64; x++ ) {
            if (chip8.display[y][x] != 0) {
                spriteBatch.draw(pixelSprite, x*8, y*8, 8, 8);
            } 
        }
    }
    batch.end();
}