C++SDL帧率脉冲

C++ SDL framerate pulsing

本文关键字:脉冲 帧率 C++SDL      更新时间:2023-10-16

最近,我一直在开发一些SDL包装器供自己使用,但我遇到了一个问题,自从我第一次使用SDL库以来,我一直遇到这个问题。

你看,和其他许多人一样,我一直在使用类似于这个的计时器http://lazyfoo.net/SDL_tutorials/lesson14/index.php来调节我的帧速率,运动从来都不是平稳的。这看起来不像是双重缓冲或vsync问题,相反,运动是平稳的,但会周期性地跳跃和断断续续(实际上它有一定的脉冲和节奏)。每当帧速率调节被关闭时,脉冲就会消失——当然,一切都变得不可用了),所以我确信这与它有关

我已经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块。我将把代码放在这篇文章的末尾。代码是垃圾,不使用任何类型的精灵或任何东西:只要知道,无论我给它施加多少压力,它都会断断续续(比如,添加更多移动的东西或只是更新屏幕的一部分)。我尝试过使用不同的帧速率设置,脉冲总是出现(只是使用不同的"节奏")。不用说,我已经在几台机器上尝试过了(所有的机器都是linux)。

不管怎样,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。I、 首先,了解delta计时技术,并很乐意尝试,但我的问题是这个非常简单的应用程序上的计时器本身。它为什么结结巴巴?。SDL_GetTicks的精度和准确性有问题吗?。我能做些什么来改进它?。

所以,下面是那些想尝试的人的代码:

#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(也是纯粹的垃圾),所以只需将其与SDL链接并尝试……你在这里看到任何断断续续的脉冲吗?。

我将尝试应用delta计时,看看问题是否消失。我只是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(关于系统睡眠至少所要求的值),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"上的一点,感谢Yno对它的评论。

编辑2:自从我把所有代码都改为使用delta时间值而不是设置帧速率以来,一切都变得更好了。我仍然会有一些周期性的减速(这次是每四十多秒一次),但我可以将其归咎于系统,因为帧速率和减速因我使用的Linux桌面而异(比如Gnome、Unity、Gnome2d…)。

您的类fps_control根本不起作用,它完全有缺陷。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FPS时,都应调用calculate_frame_length(),即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,你可能会被零整除:

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

除了这些问题之外,你的课看起来非常复杂。如果你想限制帧速率,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是您的帧完成所花费的毫秒数。1000 / t就是你每秒的帧数。如果帧速率太高(即t太小),则必须调用SDL_Delay()来填补当前帧时间和所需帧时间之间的间隙。假设FPS是您的FPS限制,则每帧所需的时间为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);
    }
}

希望这能有所帮助。

我不知道SDL代码出了什么问题,但如果它有任何用处的话,我刚刚使用FpsManager类编写了一个GLFW,该类限制为高端值,并提供时间增量以保持移动一致,而不考虑帧速率。原则是相同的。

这不是有史以来最好的代码,但它有非常清晰的文档记录,当按键改变目标FPS+/-时,它在10fps和1000fps之间完全流畅。

如果它对您有用,您可以在以下位置找到它:FpsManager-一个用于帧速率无关移动的C++辅助类