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python - Pyglet Image Rendering

I'm working on a sort of a 2D Minecraft clone for my first in depth Pyglet project and I've run across a problem. Whenever I have a decent number of blocks on screen, the frame rate drops dramatically.

Here is my rendering method: I use a dictionary with the key being a tuple(which represents the coordinate for the block) and the item being a texture.

I loop through the entire dictionary and render each block:

for key in self.blocks:
    self.blocks[key].blit(key[0] * 40 + sx,key[1] * 40+ sy)

P.S. sx and sy are coordinate offsets for screen scrolling

I would like to know if there is a way to more efficiently render each block.

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I'm going to do my best to explain why and how to optemize your code without actually knowing what you code looks like.

I will assume you have something along the lines of:

self.blocks['monster001'] = pyglet.image.load('./roar.png')

This is all fine and dandy, if you want to load a static image that you don't want to do much with. However, you're making a game and you are going to use a hell of a lot more sprites and objects than just one simple image file.

Now this is where shared objects, batches and sprites come in handy. First off, input your image into a sprite, it's a good start.

sprite = pyglet.sprite.Sprite(pyglet.image.load('./roar.png'))
sprite.draw() # This is instead of blit. Position is done via sprite.x = ...

Now, draw is a hell of a lot quicker than .blit() for numerous of reasons, but we'll skip why for now and just stick with blazing speed upgrades.

Again, this is just one small step towards successful framerates (other than having limited hardware ofc.. duh).

Anyway, back to pew pew your code with upgrades.
Now you also want to add sprites to a batch so you can simultaneously render a LOT of things on one go (read: batch) instead of manually pushing things to the graphics card. Graphic cards soul purpose was designed to be able to handle gigabits of throughput in calculations in one insanely fast go rather than handle multiple of small I/O's.

To do this, you need to create a batch container. And add "layers" to it.
It's quite simple really, all you need to do is:

main_batch = pyglet.graphics.Batch()
background = pyglet.graphics.OrderedGroup(0)
# stuff_above_background = pyglet.graphics.OrderedGroup(1)
# ...

We'll stick one with batch for now, you probably don't need more for this learning purpose.
Ok so you got your batch, now what? Well now we try our hardest to choke that living hell out of your graphics card and see if we can even buckle it under pressure (No graphic cars were harmed in this process, and please don't choke things..)

Oh one more thing, remember the note about shared objects? well, we'll create a shared image object here that we push into the sprite, instead of loading one new image every.. single... time.. monster_image we'll call it.

monster_image = pyglet.image.load('./roar.png')
for i in range(100): # We'll create 100 test monsters
    self.blocks['monster'+str(i)] = pyglet.sprite.Sprite(imgage=monster_image, x=0, y=0, batch=main_batch, group=background)

Now you have 100 monsters created and added to the batch main_batch into the sub-group background. Simple as pie.

Here's the kicker, instead of calling self.blocks[key].blit() or .draw(), we can now call main_batch.draw() and it will fire away every single monster onto the graphics card and produce wonders.

Ok, so now you've optimized the speed of your code, but really that won't help you in the long run if you're making a game. Or in this case, a graphics engine for your game. What you want to do is step up into the big league and use classes. If you were amazed before you'll probably loose your marbles of how awesome your code will look once you've done with it.

Ok so first, you want to create a base class for your objects on the screen, lets called in baseSprite.
Now there are some kinks and stuff you need to work around with Pyglet, for one, when inheriting Sprite objects trying to set image will cause all sorts of iffy glitches and bugs when working with stuff so we'll set self.texture directly which is basically the same thing but we hook into the pyglet libraries variables instead ;D pew pew hehe.

class baseSprite(pyglet.sprite.Sprite):
    def __init__(self, texture, x, y, batch, subgroup):
        self.texture = texture

        super(baseSprite, self).__init__(self.texture, batch=batch, group=subgroup)
        self.x = x
        self.y = y

    def move(self, x, y):
        """ This function is just to show you
            how you could improve your base class
            even further """
        self.x += x
        self.y += y

    def _draw(self):
        """
        Normally we call _draw() instead of .draw() on sprites
        because _draw() will contains so much more than simply
        drawing the object, it might check for interactions or
        update inline data (and most likely positioning objects).
        """
        self.draw()

Now that's your base, you can now create monsters by doing:

main_batch = pyglet.graphics.Batch()
background = pyglet.graphics.OrderedGroup(0)
monster_image = pyglet.image.load('./roar.png')
self.blocks['monster001'] = baseSprite(monster_image, 10, 50, main_batch, background)
self.blocks['monster002'] = baseSprite(monster_image, 70, 20, main_batch, background)

...
main_batch.draw()

How, you probably use the default @on_window_draw() example that everyone else is using and that's fine, but I find it slow, ugly and just not practical in the long run. You want to do Object Oriented Programming.. Right?
That's what it's called, I call it readable code that you like to watch all day long. RCTYLTWADL for short.

To do this, we'll need to create a class that mimics the behavior of Pyglet and call it's subsequent functions in order and poll the event handler otherwise sh** will get stuck, trust me.. Done it a couple of times and bottle necks are easy to create.
But enough of my mistakes, here's a basic main class that you can use that uses poll-based event handling and thus limiting the refresh rate to your programming rather than built in behavior in Pyglet.

class main(pyglet.window.Window):
    def __init__ (self):
        super(main, self).__init__(800, 800, fullscreen = False)
        self.x, self.y = 0, 0
        self.sprites = {}
        self.batches = {}
        self.subgroups = {}

        self.alive = 1

    def on_draw(self):
        self.render()

    def on_close(self):
        self.alive = 0

    def render(self):
        self.clear()

        for batch_name, batch in self.batches.items():
            batch.draw()

        for sprite_name, sprite in self.sprites.items():
            sprite._draw()

        self.flip() # This updates the screen, very much important.

    def run(self):
        while self.alive == 1:
            self.render()

            # -----------> This is key <----------
            # This is what replaces pyglet.app.run()
            # but is required for the GUI to not freeze.
            # Basically it flushes the event pool that otherwise
            # fill up and block the buffers and hangs stuff.
            event = self.dispatch_events()

x = main()
x.run()

Now this is again just a basic main class that does nothing other than render a black background and anything put into self.sprites and self.batches.

Do note! we call ._draw() on the sprites because we created our own sprite class earlier? Yea that's the awesome base sprite class that you can hook in your own stuff before draw() is done on each individual sprite.

Anywho, This all boils down to a couple of things.

  1. Use sprites when making games, your life will be easier
  2. Use batches, your GPU will love you and the refreshrates will be amazing
  3. Use classes and stuff, your eyes and code mojo will love you in the end.

Here's a fully working example of all the pieces puzzled together:

import pyglet
from pyglet.gl import *

glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_LINE_SMOOTH)
glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE)

pyglet.clock.set_fps_limit(60)

class baseSprite(pyglet.sprite.Sprite):
    def __init__(self, texture, x, y, batch, subgroup):
        self.texture = texture

        super(baseSprite, self).__init__(self.texture, batch=batch, group=subgroup)
        self.x = x
        self.y = y

    def move(self, x, y):
        """ This function is just to show you
            how you could improve your base class
            even further """
        self.x += x
        self.y += y

    def _draw(self):
        """
        Normally we call _draw() instead of .draw() on sprites
        because _draw() will contains so much more than simply
        drawing the object, it might check for interactions or
        update inline data (and most likely positioning objects).
        """
        self.draw()

class main(pyglet.window.Window):
    def __init__ (self):
        super(main, self).__init__(800, 800, fullscreen = False)
        self.x, self.y = 0, 0
        self.sprites = {}
        self.batches = {}
        self.subgroups = {}

        self._handles = {}

        self.batches['main'] = pyglet.graphics.Batch()
        self.subgroups['base'] = pyglet.graphics.OrderedGroup(0)

        monster_image = pyglet.image.load('./roar.png')
        for i in range(100):
            self._handles['monster'+str(i)] = baseSprite(monster_image, randint(0, 50), randint(0, 50), self.batches['main'], self.subgroups['base'])

        # Note: We put the sprites in `_handles` because they will be rendered via
        # the `self.batches['main']` batch, and placing them in `self.sprites` will render
        # them twice. But we need to keep the handle so we can use `.move` and stuff
        # on the items later on in the game making process ;)

        self.alive = 1

    def on_draw(self):
        self.render()

    def on_close(self):
        self.alive = 0

    def render(self):
        self.clear()

        for batch_name, batch in self.batches.items():
            batch.draw()

        for sprite_name, sprite in self.sprites.items():
            sprite._draw()

        self.flip() # This updates the screen, very much important.

    def run(self):
        while self.alive == 1:
            self.render()

            # -----------> This is key <----------
            # This is what replaces pyglet.app.run()
            # but is required for the GUI to not freeze.
            # Basically it flushes the event pool that otherwise
            # fill up and block the buffers and hangs stuff.
            event = self.dispatch_events()

            # Fun fact:
            #   If you want to limit your FPS, this is where you do it
            #   For a good example check out this SO link:
            #   http://stackoverflow.com/questions/16548833/pyglet-not-running-properly-on-amd-hd4250/16548990#16548990

x = main()
x.run()

Some bonus stuff, I added GL options that usually does some benefitial stuff for you. I also added sa FPS limiter that you can tinker and play with.

Edit:

Batched updates

Since the sprite object can be used to do massive renderings in one go by sending it all to the graphics card, similarly you'd want to do batched updates. For instance if you want to update every objects position, color or whatever it might be.

This is where clever programming comes into play rather than nifty little tools.
See, everything i relevant in programming.. If you want it to be.</p


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