最近,我一直在研究一些供我自己使用的 SDL 包装器,但我遇到了一个问题,自从我第一次开始使用 SDL 库以来,我一直遇到的问题。
看,像许多其他人一样,我一直在使用类似于这个 http://lazyfoo.net/SDL_tutorials/lesson14/index.php 的计时器来调节我的帧率,并且运动从不流畅。这似乎不是双缓冲或垂直同步问题,而是运动平稳但周期性地跳跃和断断续续(实际上它具有一定的脉冲和节奏)。每当帧率调节关闭时,脉冲就会消失 - 当然,一切都变得无法使用)所以我很确定这与它有关。
我已经把一个小应用程序放在一起,它只包含计时器和一个围绕它移动的红色方块。我会把代码放在这篇文章的最后。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大或多小的压力(例如,添加更多移动的东西或只是更新屏幕的一部分),它都是一样的。我尝试了不同的帧率设置,但总是出现脉冲(只是“节奏”不同)。不用说,我已经在多台机器(Linux 机器,所有机器)上尝试过这个。
无论如何,我一直在阅读并看到其他人有这个问题,但没有真正的答案。一方面,我有关于增量计时技术的知识,我很乐意尝试它,但我的问题是这个非常简单的应用程序中的计时器本身。为什么会口吃?。 SDL_GetTicks 的精度和准确度有问题吗?。我能做些什么来改善它?
所以,这是那些想要尝试的人的代码:
#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(同样是纯垃圾),所以只需将它与 SDL 链接并尝试......你在这里看到任何口吃的脉冲吗?。
我会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(关于系统至少为要求的值而休眠)但我真的对看似强大的机器上的这种行为感到困惑。
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速率,所以一切都变得更好了。我仍然会遇到一些周期性的减速(这次是每四十秒),但我可以将这些归咎于系统,因为帧速率和减速因我使用的 Linux 桌面而有很大差异(比如 Gnome、Unity、Gnome2d ......)。
最佳答案
您的类 fps_control 根本无法完成这项工作,它完全有问题。 framerate_decrease()
函数错误:
void framerate_decrease(){this->set_framerate(this->desired_framerate+1);}
这里应该是
-1
。每次更改所需的 FPS 时都应调用 calculate_frame_length()
,即更改为 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,你可能会被零除:void framerate_decrease() {
if (desired_framerate > 1)
set_framerate (desired_framerate - 1);
}
除了这些问题,你的类看起来很复杂。如果你想限制你的帧率,你必须了解它是如何计算的。通常的方法是使用
SDL_GetTicks()
计算帧所需的时间: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
因此是你的每秒帧数。如果您的帧率太高(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。说 FPS
是你的 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);
}
}
希望这可以帮助。
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/