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主页 / user-452386

sus developer's questions

Martin Hope
dikiy_opezdal
Asked: 2023-07-27 17:21:00 +0000 UTC

如何测量webgl图像渲染时间?

  • 6

我需要测量一些WebGL图像的渲染时间,但调用gl.drawArrays()似乎是异步的,或者没有考虑GPU计算,我得到的渲染时间为0ms。对于测量,我使用了以下设计:

const start = performance.now();
gl.drawArrays(gl.TRIANGLES, 0, 6);
const end = performance.now();

console.log(end - start);

如果它派上用场,这是我的代码:

索引.html

<!DOCTYPE html>
<html>
    <head >
        <meta charset="utf-8"/>
        <title>Mandelbrot Set</title>
    </head>
    <body style="overflow: hidden; margin: 0px">
        <canvas id="canvas">HTML5 Canvas is not supported by yout browser :(</canvas>

        <script src="program.js"></script>
    </body>
</html>

程序.js

'use strict';

// ========== shaders ==========
const vsSource =
`#version 300 es

layout(location=0) in vec2 aPosition;
layout(location=1) in vec2 aOffset;
layout(location=2) in float aScale;
layout(location=3) in vec2 aResolution;
layout(location=4) in float aDepth;

out vec2 vOffset;
out float vScale;
out vec2 vResolution;
out float vDepth;

void main() {
    gl_Position = vec4(aPosition, 0.0, 1.0);

    vOffset = aOffset;
    vScale = aScale;
    vResolution = aResolution;
    vDepth = aDepth;
}`;

const fsSource =
`#version 300 es

precision highp float;

in vec2 vOffset;
in float vScale;
in vec2 vResolution;
in float vDepth;

out vec4 fragColor;

vec2 square(vec2 v) {
    return vec2((v.x * v.x) - (v.y * v.y), 2.0 * v.x * v.y);
}

float magnitude(vec2 v) {
    return v.x * v.x + v.y * v.y;
}

void main() {
    float depth = vDepth / vScale;
    float ratio = vResolution.x / vResolution.y;
    vec2 center = vOffset - vec2(0.5 * ratio, 0.5);
    vec2 res = vec2(vResolution.x / ratio, vResolution.y);
    vec2 pos = (gl_FragCoord.xy / res + center) * vScale;

    vec2 z = vec2(0.0);

    float i;
    for(i = 0.0; i < depth; i++) {
        z = square(z) + pos;

        if (magnitude(z) > 4.0) break;
    }

    float color = i / depth;

    fragColor = vec4(color, color, color, 1.0);
}`
// =========================

// ========== functions ==========
function createShader(gl, type, source) {
    const shader = gl.createShader(type);
    gl.shaderSource(shader, source);
    gl.compileShader(shader);
    if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) return shader;
    console.log(type === gl.VERTEX_SHADER? 'VERTEX SHADER' : 'FRAGMENT SHADER', gl.getShaderInfoLog(shader));
    gl.deleteShader(shader);
}

function createProgram(gl, vsSource, fsSource) {
    const program = gl.createProgram();
    gl.attachShader(program, createShader(gl, gl.VERTEX_SHADER, vsSource));
    gl.attachShader(program, createShader(gl, gl.FRAGMENT_SHADER, fsSource));
    gl.linkProgram(program);
    if (gl.getProgramParameter(program, gl.LINK_STATUS)) {
        gl.useProgram(program);
        return program
    };
    console.log(gl.getProgramInfoLog(program));
    gl.deleteProgram(program);
}

function updateResolution() {
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;

    gl.viewport(0, 0, canvas.width, canvas.height);
    gl.vertexAttrib2f(3, canvas.width, canvas.height);
}

function test() {
    gl.bindBuffer(gl.ARRAY_BUFFER, modelBuffer); 
    gl.bufferData(gl.ARRAY_BUFFER, modelData, gl.STATIC_DRAW);

    gl.enableVertexAttribArray(0);

    gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);

    gl.vertexAttrib2fv(1, positionScaled);
    gl.vertexAttrib1f(2, scale);
    gl.vertexAttrib1f(4, depth);

    updateResolution();

    const start = performance.now();
    gl.drawArrays(gl.TRIANGLES, 0, 6);
    const end = performance.now();

    console.log(end - start);
}
// =========================

// ========== GL init ==========
const canvas = document.querySelector('#canvas');
const gl = canvas.getContext('webgl2', { preserveDrawingBuffer: true }) || canvas.getContext('experimental-webgl2', { preserveDrawingBuffer: true });
if (!gl) alert('WebGL Context init failed');
const program = createProgram(gl, vsSource, fsSource);

const modelData = new Float32Array([
    -1,  1,
    -1, -1,
     1, -1,
    -1,  1,
     1,  1,
     1, -1,
]);

const modelBuffer = gl.createBuffer();
// =========================

let scale = 2;
let position = [0, 0];

let quality = 1; // doesnt work
let depth = 1000000;

test();
javascript
  • 1 个回答
  • 31 Views
Martin Hope
user452386
Asked: 2023-07-13 17:01:17 +0000 UTC

矩阵乘法的意义是什么?

  • 6

与图形中的传统矩阵乘法相比,矩阵乘法有什么优点?x=x∗cos(angle)−y∗sin(angle)使用&旋转平面上的点y=x∗sin(angle)+y∗cos(angle)而不是乘以巨大的 3x3 矩阵不是更快吗?

матрицы
  • 1 个回答
  • 23 Views
Martin Hope
dikiy_opezdal
Asked: 2022-12-30 00:01:30 +0000 UTC

在 JavaFX Canvas 上绘图

  • 6

我在画布上创建了类似于 Paint on Canvas 的东西,但遇到了一个问题——如果你移动光标太快,那么形状就会被绘制成碎片:

问题演示

是否可以解决此问题,使该行没有空格,就像在 Paint'e 中一样?绘图实现:

canvas.setOnMousePressed(mouseEvent -> {//логика рисования
    gc.setFill(cp.getValue());//определям цвет

    if(brushType.equals("Square")) {
        gc.fillRect(mouseEvent.getX()-brushSize, mouseEvent.getY()-brushSize, brushSize, brushSize);//рисуем

        canvas.setOnMouseDragged(mouseEvent1 -> gc.fillRect(mouseEvent1.getX()-brushSize, mouseEvent1.getY()-brushSize, brushSize, brushSize));//рисуем, если курсор двинулся
    }
    else if(brushType.equals("Circle")){
        gc.fillOval(mouseEvent.getX()-brushSize, mouseEvent.getY()-brushSize, brushSize, brushSize);//рисуем

        canvas.setOnMouseDragged(mouseEvent1 -> gc.fillOval(mouseEvent1.getX()-brushSize, mouseEvent1.getY()-brushSize, brushSize, brushSize));//рисуем, если курсор двинулся
    }
});
java
  • 1 个回答
  • 11 Views
Martin Hope
sus developer
Asked: 2022-07-23 17:31:59 +0000 UTC

尝试第二次启动线程时出现 IllegalThreadStateException 错误

  • -1

一个简单的秒表,但是当我尝试第二次启动计算时间的线程时,会弹出 IllegalThreadStateException:

Exception in thread "JavaFX Application Thread" java.lang.IllegalThreadStateException
    at java.base/java.lang.Thread.start(Thread.java:792)
    at com.company.Stopwatch.lambda$start$0(Stopwatch.java:30)
    at javafx.base/com.sun.javafx.event.CompositeEventHandler.dispatchBubblingEvent(CompositeEventHandler.java:86)
    at javafx.base/com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:234)
    at javafx.base/com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:191)
    at javafx.base/com.sun.javafx.event.CompositeEventDispatcher.dispatchBubblingEvent(CompositeEventDispatcher.java:59)
    at javafx.base/com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:58)
    at javafx.base/com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)
    at javafx.base/com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56)
    at javafx.base/com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)
    at javafx.base/com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56)
    at javafx.base/com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)
    at javafx.base/com.sun.javafx.event.EventUtil.fireEventImpl(EventUtil.java:74)
    at javafx.base/com.sun.javafx.event.EventUtil.fireEvent(EventUtil.java:49)
    at javafx.base/javafx.event.Event.fireEvent(Event.java:198)
    at javafx.graphics/javafx.scene.Node.fireEvent(Node.java:8889)
    at javafx.controls/javafx.scene.control.Button.fire(Button.java:203)
    at javafx.controls/com.sun.javafx.scene.control.behavior.ButtonBehavior.mouseReleased(ButtonBehavior.java:208)
    at javafx.controls/com.sun.javafx.scene.control.inputmap.InputMap.handle(InputMap.java:274)
    at javafx.base/com.sun.javafx.event.CompositeEventHandler$NormalEventHandlerRecord.handleBubblingEvent(CompositeEventHandler.java:247)
    at javafx.base/com.sun.javafx.event.CompositeEventHandler.dispatchBubblingEvent(CompositeEventHandler.java:80)
    at javafx.base/com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:234)
    at javafx.base/com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:191)
    at javafx.base/com.sun.javafx.event.CompositeEventDispatcher.dispatchBubblingEvent(CompositeEventDispatcher.java:59)
    at javafx.base/com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:58)
    at javafx.base/com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)
    at javafx.base/com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56)
    at javafx.base/com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)
    at javafx.base/com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56)
    at javafx.base/com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)
    at javafx.base/com.sun.javafx.event.EventUtil.fireEventImpl(EventUtil.java:74)
    at javafx.base/com.sun.javafx.event.EventUtil.fireEvent(EventUtil.java:54)
    at javafx.base/javafx.event.Event.fireEvent(Event.java:198)
    at javafx.graphics/javafx.scene.Scene$MouseHandler.process(Scene.java:3856)
    at javafx.graphics/javafx.scene.Scene.processMouseEvent(Scene.java:1851)
    at javafx.graphics/javafx.scene.Scene$ScenePeerListener.mouseEvent(Scene.java:2584)
    at javafx.graphics/com.sun.javafx.tk.quantum.GlassViewEventHandler$MouseEventNotification.run(GlassViewEventHandler.java:409)
    at javafx.graphics/com.sun.javafx.tk.quantum.GlassViewEventHandler$MouseEventNotification.run(GlassViewEventHandler.java:299)
    at java.base/java.security.AccessController.doPrivileged(AccessController.java:391)
    at javafx.graphics/com.sun.javafx.tk.quantum.GlassViewEventHandler.lambda$handleMouseEvent$2(GlassViewEventHandler.java:447)
    at javafx.graphics/com.sun.javafx.tk.quantum.QuantumToolkit.runWithoutRenderLock(QuantumToolkit.java:412)
    at javafx.graphics/com.sun.javafx.tk.quantum.GlassViewEventHandler.handleMouseEvent(GlassViewEventHandler.java:446)
    at javafx.graphics/com.sun.glass.ui.View.handleMouseEvent(View.java:556)
    at javafx.graphics/com.sun.glass.ui.View.notifyMouse(View.java:942)
    at javafx.graphics/com.sun.glass.ui.win.WinApplication._runLoop(Native Method)
    at javafx.graphics/com.sun.glass.ui.win.WinApplication.lambda$runLoop$3(WinApplication.java:174)
    at java.base/java.lang.Thread.run(Thread.java:832)

这是程序代码:

package com.company;

import javafx.application.Application;
import javafx.application.Platform;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;

public class Stopwatch extends Application {

    public static Label timeAmount = new Label("00:00:00"); // вывод времени
    private Button start = new Button("Start");
    private Button stop = new Button("Stop");

    private StackPane root;
    public static Scene stopwatchScene;

    private StopwatchThread stopwatch = new StopwatchThread("stopwatch");

    public static void main(String[] args){ Application.launch(args); }
    public void start(Stage stage){

        timeAmount.setStyle("-fx-font: 50 arial");

        start.setOnAction(event -> {
            stopwatch.start(); // запускаем новый класс

            start.setDisable(true);
            stop.setDisable(false);
        });

        stop.setOnAction(event -> {
            stopwatch.stop();

            start.setDisable(false);
            stop.setDisable(true);
        });
        stop.setDisable(true);

        StackPane.setAlignment(start, Pos.BOTTOM_CENTER);
        StackPane.setAlignment(stop, Pos.BOTTOM_CENTER);

        StackPane.setMargin(start, new Insets(0, 0, 0 , 50));
        StackPane.setMargin(stop, new Insets(0, 50, 0 , 0));

        root = new StackPane(timeAmount, start, stop); //распологаме элементы
        stopwatchScene = new Scene(root);

        stage.setScene(stopwatchScene);
        stage.setTitle("Stopwatch");
        stage.show();
        stage.setMinWidth(250);
        stage.setMinHeight(160);
        stage.setMaxHeight(150);
        stage.setResizable(false);
    }

    private static class StopwatchThread extends Thread { // класс с секундомером

        private byte sec = 0;
        private byte min = 0;
        private byte hours = 0;

        StopwatchThread(String name){super(name);}

        public void run(){

            while(true) { // костыль для подсчёта секунд
                if (sec == 59) {
                    if (min == 59) {
                        min = 0;
                        hours++;
                    } else {
                        sec = 0;
                        min++;
                    }
                } else {
                    sec++;
                }

                Runnable setTimeLeft = new Runnable() {
                    @Override
                    public void run() {
                        timeAmount.setText(hours + ":" + min + ":" + sec); // выводим время
                    }
                };
                Platform.runLater(setTimeLeft);

                try {
                    Thread.sleep(1000);
                } catch (InterruptedException e) {
                    e.printStackTrace();
                }
            }
        }
    }
}
java
  • 1 个回答
  • 10 Views
Martin Hope
sus developer
Asked: 2022-07-20 16:16:42 +0000 UTC

如何中断线程(停止线程)[关闭]

  • 0
关闭 这个问题是题外话。目前不接受回复。

寻求调试帮助的问题(“为什么这段代码不起作用? ”)应该包括期望的行为、具体的问题或错误,以及在问题中重现它的最少代码。没有明确描述问题的问题对其他访问者毫无用处。请参阅如何创建一个最小的、独立的和可重现的示例。

1 年前关闭。

改进问题

我正在使用多线程编写 Java 程序,但遇到了一个问题:我不知道如何中断线程。我尝试使用 stop() 方法来执行此操作,但线程似乎并不关心(尽管我签入了一个单独的文件并且它在那里工作),并且 interrupt() 方法也不起作用,我不不知道为什么。简而言之,告诉我一种方法,最好更简单,如何中断流程。

java
  • 1 个回答
  • 10 Views

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