Optimizing performance when working with many scaled images simultaneously is crucial for maintaining smooth gameplay. Here are several strategies you can employ:
Combine multiple images into a single texture atlas. This reduces the number of texture switches during rendering:
#include <SDL.h>
#include <SDL_image.h>
#include <vector>
struct Sprite {
SDL_Rect srcRect;
SDL_FRect dstRect;
};
class TextureAtlas {
public:
TextureAtlas(SDL_Renderer* renderer,
const char* file) {
texture = IMG_LoadTexture(renderer, file);
}
~TextureAtlas() {
SDL_DestroyTexture(texture);
}
void RenderSprites(SDL_Renderer* renderer,
const std::vector<Sprite>&
sprites) {
for (const auto& sprite : sprites) {
SDL_RenderCopyF(renderer, texture,
&sprite.srcRect,
&sprite.dstRect);
}
}
private:
SDL_Texture* texture;
};
// Usage
TextureAtlas atlas(renderer, "atlas.png");
std::vector<Sprite> sprites = {/* ... */};
atlas.RenderSprites(renderer, sprites);
Only render images that are visible on the screen:
bool IsVisible(const SDL_FRect& rect,
int screenWidth,
int screenHeight) {
return rect.x<screenWidth && rect.y<
screenHeight && rect.x + rect.w > 0 &&
rect.y + rect.h > 0;
}
void RenderVisibleSprites(
SDL_Renderer* renderer,
const std::vector<Sprite>& sprites,
int screenWidth,
int screenHeight) {
for (const auto& sprite : sprites) {
if (IsVisible(sprite.dstRect, screenWidth,
screenHeight)) {
SDL_RenderCopyF(renderer, texture,
&sprite.srcRect,
&sprite.dstRect);
}
}
}
Let the GPU handle scaling by using SDL_RenderCopyF()
instead of pre-scaling your images:
void RenderScaledSprite(SDL_Renderer* renderer,
SDL_Texture* texture,
const SDL_Rect& src,
const SDL_FRect& dst,
float scale) {
SDL_FRect scaledDst = {
dst.x, dst.y, dst.w * scale, dst.h * scale};
SDL_RenderCopyF(renderer, texture, &src,
&scaledDst);
}
Use lower resolution textures for distant objects:
enum class LOD { High, Medium, Low };
struct MultiLODSprite {
SDL_Texture* highRes;
SDL_Texture* mediumRes;
SDL_Texture* lowRes;
SDL_FRect dstRect;
};
LOD GetLOD(float distance) {
if (distance < 100) return LOD::High;
if (distance < 300) return LOD::Medium;
return LOD::Low;
}
void RenderMultiLODSprite(
SDL_Renderer* renderer,
const MultiLODSprite& sprite,
float distance) {
SDL_Texture* texture;
switch (GetLOD(distance)) {
case LOD::High:
texture = sprite.highRes;
break;
case LOD::Medium:
texture = sprite.mediumRes;
break;
case LOD::Low:
texture = sprite.lowRes;
break;
}
SDL_RenderCopyF(renderer, texture, nullptr,
&sprite.dstRect);
}
Group sprites with the same texture and render them together:
void RenderBatchedSprites(
SDL_Renderer* renderer,
const std::vector<std::pair<
SDL_Texture*, SDL_FRect>>& sprites) {
SDL_Texture* currentTexture = nullptr;
for (const auto& [texture, dstRect] :
sprites) {
if (texture != currentTexture) {
currentTexture = texture;
SDL_SetTextureColorMod(
currentTexture, 255, 255, 255);
}
SDL_RenderCopyF(renderer, currentTexture,
nullptr, &dstRect);
}
}
By implementing these optimization techniques, you can significantly improve the performance of your SDL2 game when dealing with many scaled images. Remember to profile your game to identify bottlenecks and focus your optimization efforts where they'll have the most impact.
Answers to questions are automatically generated and may not have been reviewed.
Learn techniques for scaling images and working with aspect ratios