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c++ - 如何在 OpenGL 中捕捉准确的帧率

转载 作者:塔克拉玛干 更新时间:2023-11-03 01:40:58 24 4
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在 native Windows OpenGL C++ 中获得准确帧率(每秒帧数)的好方法是什么?

最佳答案

这是我以前在 ATL 项目中使用的一个计时器类。有一段时间没有使用 C++ 或 opengl,但也许这会给你一些想法:

用法

// Put this in your class somewhere
CTimer m_timer;

// Initialize the timer using
m_timer.Init();

// Call this everytime you call draw your scene
m_timer.Update();

// Call this to get the frames/sec
m_timer.GetFPS();

定时器类

// Timer.h: Timer class used for determining elapsed time and 
// frames per second.
//
//////////////////////////////////////////////////////////////////////

#ifndef _E_TIMER_H
#define _E_TIMER_H

#pragma once

//////////////////////////////////////////////////////////////////////
// INCLUDES
//////////////////////////////////////////////////////////////////////

#include <windows.h>
#include <stdio.h>
#include <math.h>

//////////////////////////////////////////////////////////////////////
// CLASSES
//////////////////////////////////////////////////////////////////////

class CTimer
{
private:
//performance timer variables
__int64 m_i64PerformanceTimerStart;
__int64 m_i64PerformanceTimerElapsed;

//multimedia timer variables
unsigned long m_ulMMTimerElapsed;
unsigned long m_ulMMTimerStart;

//general timer variables
__int64 m_i64Frequency;
float m_fResolution;
bool m_bPerformanceTimer;

//FPS variables
float m_fTime1;
float m_fTime2;
float m_fDiffTime;
float m_fFPS;
int m_iFramesElapsed;

public:

//----------------------------------------------------------
// Name: CTimer::CTimer
// Desc: Default constructor
// Args: None
// Rets: None
//----------------------------------------------------------
CTimer( void )
: m_fFPS(0.0f), m_fTime1(0.0f), m_fTime2(0.0f), m_fDiffTime(0.0f), m_iFramesElapsed(0)
{ }

//----------------------------------------------------------
// Name: CTimer::CTimer
// Desc: Default destructor
// Args: None
// Rets: None
//----------------------------------------------------------
virtual ~CTimer( void )
{ }

//----------------------------------------------------------
// Name: CTimer::Init - public
// Desc: Initiate the timer for the program
// Args: None
// Rets: bool: -true: using performance timer
// -false: using multimedia timer
//----------------------------------------------------------
bool Init( void )
{
//check to see if we are going to be using the performance counter
if( QueryPerformanceFrequency( ( LARGE_INTEGER* )&m_i64Frequency ) )
{
//we are able to use the performance timer
m_bPerformanceTimer= true;

//get the current time and store it in m_i64PerformanceTimerStart
QueryPerformanceCounter( ( LARGE_INTEGER* )&m_i64PerformanceTimerStart );

//calculate the timer resolution
m_fResolution= ( float )( ( ( double )1.0f )/( ( double )m_i64Frequency ) );

//initialize the elapsed time variable
m_i64PerformanceTimerElapsed= m_i64PerformanceTimerStart;
}

//we cannot use the performence counter, so we'll use the multimedia counter
else
{
//we're using the multimedia counter
m_bPerformanceTimer= false;

m_ulMMTimerStart = timeGetTime( ); //record the time the program started
m_ulMMTimerElapsed = m_ulMMTimerStart; //initialize the elapsed time variable
m_fResolution = 1.0f/1000.0f;
m_i64Frequency = 1000;
}

return m_bPerformanceTimer;
}

//----------------------------------------------------------
// Name: CTimer::Update - public
// Desc: Update the timer (perform FPS counter calculations)
// Args: None
// Rets: None
//----------------------------------------------------------
void Update( void )
{
//increase the number of frames that have passed
m_iFramesElapsed++;

if ( m_iFramesElapsed % 5 == 1 )
m_fTime1 = GetTime( )/1000;

else if ( m_iFramesElapsed % 5 == 0 )
{
m_fTime1 = m_fTime2;
m_fTime2 = GetTime( )/1000;
m_fDiffTime= ( float )fabs( m_fTime2-m_fTime1 );
}

m_fFPS= 5/( m_fDiffTime );



/*m_fTime2 = GetTime( )/1000;
m_fDiffTime= ( float )fabs( m_fTime2-m_fTime1 );
if (m_fDiffTime > 1.0f)
{
m_fTime1 = m_fTime2;
m_fFPS= m_iFramesElapsed / ( m_fDiffTime );
m_iFramesElapsed = 0;
}
*/
}

//----------------------------------------------------------
// Name: CTimer::GetTime - public
// Desc: Get the current time since the program started
// Args: None
// Rets: float: The time elapsed since the program started.
//----------------------------------------------------------
float GetTime( void )
{
__int64 i64Time;

//check to see if we are using the performance counter
if( m_bPerformanceTimer )
{
//get the current performance time
QueryPerformanceCounter( ( LARGE_INTEGER* )&i64Time );

//return the time since the program started
return ( ( float )( i64Time - m_i64PerformanceTimerStart )*m_fResolution )*1000.0f;
}

//we are using the multimedia counter
else
{
//return the time since the program started
return ( ( float )( timeGetTime( ) - m_ulMMTimerStart )*m_fResolution )*1000.0f;
}
}

//----------------------------------------------------------
// Name: CTimer::GetElapsedSeconds - public
// Desc: Get the elapsed seconds since the last frame was drawn.
// Args: elapsedFrames:
// Rets: float: The time elapsed since the program started.
//----------------------------------------------------------
float GetElapsedSeconds(unsigned long elapsedFrames = 1)
{ return m_fDiffTime; }

//----------------------------------------------------------
// Name: CTimer::GetFPS - public
// Desc: Get the current number of frames per second
// Args: None
// Rets: float: the number of frames per second
//----------------------------------------------------------
inline float GetFPS( void )
{ return m_fFPS; }
};

#endif // _E_TIMER_H

关于c++ - 如何在 OpenGL 中捕捉准确的帧率,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/2160054/

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