gpt4 book ai didi

C++ SDL帧率脉冲

转载 作者:塔克拉玛干 更新时间:2023-11-03 01:30:34 25 4
gpt4 key购买 nike

最近我一直在开发一些供自己使用的 SDL 包装器,但我遇到了一个自从我第一次开始使用 SDL 库以来一直遇到的问题。

看,和许多其他人一样,我一直在使用类似于这个的计时器 http://lazyfoo.net/SDL_tutorials/lesson14/index.php调节我的帧率,运动永远不会流畅。它看起来不像是双缓冲或 vsync 问题,而是移动很流畅,但会周期性地跳跃和断断续续(实际上它有一定的脉搏和节奏)。每当关闭帧率调节时,脉冲就会消失——当然,一切都会变得不可用)所以我很确定这与它有关。

我组装了一个小应用程序,它只包含计时器和一个围绕它移动的红色方 block 。我会把代码放在这篇文章的末尾。代码是垃圾,不使用任何类型的 sprite 或任何东西:只要知道无论我给它施加多少压力(比如,添加更多移动的东西或只更新屏幕的一部分),它都会结结巴巴。我试过不同的帧率设置,脉冲总是出现(只是用不同的“节奏”)。不用说,我已经在多台机器(linux 机器,所有机器)上试过了。

无论如何,我一直在阅读并看到其他人遇到这个问题,但没有真正的答案。我,一方面,了解增量计时技术,很乐意尝试,但我的问题是这个非常简单的应用程序上的计时器本身。为什么会口吃? SDL_GetTicks 精度和准确性有问题吗?我可以做些什么来改进它?

所以,对于那些想尝试的人来说,这是代码:

#include <SDL/SDL.h>

class fps_control
{
private:

bool apply;
Uint32 ticks_frame_count;
Uint32 ticks_frame_end;
Uint32 ticks_frame_begin;
Uint32 diff;
unsigned int frame_count; //Visible to the outside
unsigned int frame_count_inner; //Keeps count until a second has passed, then overwrites former to give the elapsed frames in a second.
unsigned int frame_length;
unsigned int desired_framerate;

private:

void calculate_frame_length()
{
this->frame_length=1000 / this->desired_framerate;
}

public:

fps_control(unsigned int p_f=30):desired_framerate(p_f), apply(true), ticks_frame_count(0), ticks_frame_end(0), ticks_frame_begin(0), diff(0), frame_count(0), frame_count_inner(0), frame_length(0)
{
this->calculate_frame_length();
}

unsigned int get_frame_count() const {return this->frame_count;}
unsigned int get_desired_framerate() const {return this->desired_framerate;}
void framerate_increase(){this->set_framerate(this->desired_framerate+1);}
void framerate_decrease(){this->set_framerate(this->desired_framerate+1);}
void set_framerate(unsigned int p_param)
{
this->desired_framerate=p_param;
this->calculate_frame_length();
}
void toggle_apply() {this->apply=!this->apply;}

void init()
{
//Call this once before starting, to set the beginning frame count to the initial values.

this->ticks_frame_count=SDL_GetTicks();
this->ticks_frame_begin=this->ticks_frame_count;
this->frame_count_inner=0;
this->frame_count=0;
}

void turn()
{
//Call this when all drawing and logic is done.

if(!this->apply) return; //Only apply when asked for.

//Ask for time before drawing and logic to calculate the difference. Add a frame.

this->ticks_frame_end=SDL_GetTicks();
this->frame_count_inner++;

//Whenever a second has passed, update the visible frame count.
if( (this->ticks_frame_end - this->ticks_frame_count) > 1000)
{
this->frame_count=this->frame_count_inner;
this->frame_count_inner=0;
this->ticks_frame_count=SDL_GetTicks();
}

//Calculate difference and apply delay when needed.

this->diff=this->ticks_frame_end - this->ticks_frame_begin;

if(this->diff < this->frame_length) SDL_Delay(this->frame_length-this->diff);


//Get the beginning time and start again.
this->ticks_frame_begin=SDL_GetTicks();
}
};

class Box
{
private:

SDL_Rect position;
int movement_x;
int movement_y;

public:

Box():movement_x(4), movement_y(4)
{
this->position.x=100;
this->position.y=100;
this->position.w=30;
this->position.h=30;
}

SDL_Rect get_position() {return this->position;}

void move_around()
{
//Won't touch the edges, but doesn't really matter.

if(this->position.x<=0 || this->position.x>=800-this->position.w) this->movement_x=-this->movement_x;
if(this->position.y<=0 || this->position.y>=600-this->position.h) this->movement_y=-this->movement_y;

this->position.x+=this->movement_x;
this->position.y+=this->movement_y;
}
};

bool init_sdl(){return SDL_Init( SDL_INIT_VIDEO ) >= 0;}
void quit_sdl(){SDL_Quit();}
void fill_screen(SDL_Surface * screen)
{
SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format,0,0,0));
}

void update_screen(SDL_Surface * screen, Box& box)
{
SDL_Rect b=box.get_position();
SDL_FillRect(screen, &b, SDL_MapRGB(screen->format, 200, 20, 20));
SDL_Flip(screen);
}

int get_input()
{
SDL_Event event;

while(SDL_PollEvent(&event))
{
if(event.type==SDL_QUIT) return 1;
else if(event.type==SDL_KEYDOWN)
{
switch(event.key.keysym.sym)
{
case SDLK_ESCAPE: return 1; break;
case SDLK_SPACE: return 2; break;
case SDLK_UP: return 3; break;
case SDLK_DOWN: return 4; break;
default: break;
}
}
}

return 0;
}

int main(int argc, char **argv)
{
if(!init_sdl())
{
return 1;
}
else
{
//Init things...

// SDL_Surface * screen=SDL_SetVideoMode(800, 600, 16, SDL_DOUBLEBUF | SDL_HWSURFACE); /*SDL_SWSURFACE | SDL_ANYFORMAT);*/
SDL_Surface * screen=SDL_SetVideoMode(800, 600, 16, SDL_SWSURFACE | SDL_ANYFORMAT);
Box box=Box();
fps_control fps=fps_control(60); //Framerate is set to 60.
bool run=true;
int input=0;

SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format,255,0,0));

//Main loop

fps.init();

while(run)
{
input=get_input();

switch(input)
{
case 1: run=false; break;
case 2: fps.toggle_apply(); break;
case 3: fps.framerate_increase(); break;
case 4: fps.framerate_decrease(); break;
default: break;
}

box.move_around();
fill_screen(screen);
update_screen(screen, box);
fps.turn();
}

quit_sdl();
}
}

它是自包含的(同样,纯粹的垃圾)所以只需将它与 SDL 链接并尝试一下......你看到这里有任何断断续续的脉搏吗?

我将尝试应用增量时间来查看问题是否消失。我只想知道为什么在如此简单的应用程序中会发生这种情况。非常感谢。

编辑:最后一件事,我知道我可能根本不应该使用 SDL_Delay(关于系统 sleep 至少 要求的值)但我真的对这种行为感到困惑看似强大的机器。

编辑:更正了“set_framerate”,感谢 Yno 的评论。

编辑 2:由于我更改了所有代码以使用增量时间值而不是设置的帧率,所以一切都变得更好了。我仍然会遇到一些周期性的减速(这次每四十秒左右),但我可以将这些归咎于系统,因为帧率和减速因我使用的 Linux 桌面(例如 Gnome、Unity、Gnome2d ...)而异。

最佳答案

您的类 fps_control 根本无法完成这项工作,它完全是错误的。 framerate_decrease() 函数错误:

void framerate_decrease(){this->set_framerate(this->desired_framerate+1);}

这里应该是-1calculate_frame_length() 应在每次更改所需的 FPS 时调用,即调用 set_framerate():

void set_framerate (unsigned int p_param) {
desired_framerate = p_param;
calculate_frame_length ();
}

还要小心你在 calculcate_frame_length() 中的除法,你可能会除以零:

void framerate_decrease() {
if (desired_framerate > 1)
set_framerate (desired_framerate - 1);
}

除了这些问题,你的类看起来复杂得没用。如果你想限制你的帧率,你必须了解它是如何计算的。通常的做法是使用 SDL_GetTicks() 计算帧所需的时间量:

int t;
while (run) {
t = SDL_GetTicks ();
// ...
t = SDL_GetTicks () - t;
}

在循环结束时,t 是您的帧完成所需的毫秒数。 1000/t 因此是您的每秒帧数。如果您的帧速率太高(即 t 太小),您必须通过调用 SDL_Delay() 来填补当前帧时间和所需帧时间之间的差距。假设 FPS 是您的 FPS 限制,每帧应该花费的时间是 1000/FPS

int t;
while (run) {
t = SDL_GetTicks ();
// ...
t = SDL_GetTicks () - t;

// if the framerate is too high
if (t < 1000 / FPS) {
// compute the difference to have a total frame time of 1000 / FPS
SDL_Delay ((1000 / FPS) - t);
}
}

希望这对您有所帮助。

关于C++ SDL帧率脉冲,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/12211220/

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com