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什么是使用 C++ 在 OpenGL 窗口中同步每秒帧数的有效且准确的方法。我尝试过只放入Sleep(17);我的主游戏循环,然后将其降低到每秒 59 帧,但这并不准确和高效。这是我的Sleep(17);主循环中没有的 OpenGL 窗口代码:

#include <windows.h>
#include <gl\gl.h>

HDC hDC = NULL;
HGLRC hRC = NULL;
HWND hWnd = NULL;
HINSTANCE hInstance;

bool keys[256];
bool active = true;

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
    if (height == 0)
    {
        height = 1;
    }

    glViewport(0, 0, width, height);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, 800, 0, 600, 1, -1);
    glMatrixMode(GL_MODELVIEW);
}

int InitGL(GLvoid)
{
    glShadeModel(GL_SMOOTH);
    glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
    glClearDepth(1.0f);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
    return 1;
}

int DrawGLScene(GLvoid)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();

    return 1;
}

GLvoid KillGLWindow(GLvoid)
{
    if (hRC)
    {
        if (!wglMakeCurrent(NULL,NULL))
        {
            MessageBox(NULL, "Release Of DC And RC Failed." ,"SHUTDOWN ERROR" ,MB_OK | MB_ICONINFORMATION);
        }

        if (!wglDeleteContext(hRC))
        {
            MessageBox(NULL, "Release Rendering Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
        }
        hRC = NULL;
    }

    if (hDC && !ReleaseDC(hWnd, hDC))
    {
        MessageBox(NULL, "Release Device Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
        hDC = NULL;
    }

    if (hWnd && !DestroyWindow(hWnd))
    {
        MessageBox(NULL, "Could Not Release hWnd.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
        hWnd = NULL;
    }

    if (!UnregisterClass("Project2DClass",hInstance))
    {
        MessageBox(NULL, "Could Not Unregister Class.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
        hInstance = NULL;
    }
}

BOOL CreateGLWindow(char* title, int width, int height, int bits)
{
    GLuint PixelFormat;
    WNDCLASS wc;
    DWORD dwExStyle;
    DWORD dwStyle;
    RECT WindowRect;
    WindowRect.left = (long)0;
    WindowRect.right = (long)width;
    WindowRect.top = (long)0;
    WindowRect.bottom = (long)height;

    hInstance = GetModuleHandle(NULL);
    wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
    wc.lpfnWndProc = (WNDPROC) WndProc;
    wc.cbClsExtra = 0;
    wc.cbWndExtra = 0;
    wc.hInstance = hInstance;
    wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.hbrBackground = NULL;
    wc.lpszMenuName = NULL;
    wc.lpszClassName = "Project2DClass";

    if (!RegisterClass(&wc))
    {
        MessageBox(NULL, "Failed To Register The Window Class.", "ERROR", MB_OK|MB_ICONEXCLAMATION);
        return 0;
    }

    dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
    dwStyle = WS_OVERLAPPEDWINDOW;

    AdjustWindowRectEx(&WindowRect, dwStyle, false, dwExStyle);

    if (!(hWnd = CreateWindowEx(
            dwExStyle,
            "Project2DClass",
            title,
            dwStyle | WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
            0,
            0,
            WindowRect.right-WindowRect.left,
            WindowRect.bottom-WindowRect.top,
            NULL,
            NULL,
            hInstance,
            NULL))
    )
    {
        KillGLWindow();
        MessageBox(NULL, "Window Creation Error.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
        return 0;
    }

    static  PIXELFORMATDESCRIPTOR pfd =
    {
        sizeof(PIXELFORMATDESCRIPTOR),
        1,
        PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
        PFD_TYPE_RGBA,
        bits,
        0, 
        0,
        0, 
        0, 
        0,
        0,
        0,
        0,
        0,
        0, 
        0,
        0,
        0,
        32,
        0,
        0,
        PFD_MAIN_PLANE,
        0,
        0,
        0, 
        0
    };

    if (!(hDC = GetDC(hWnd)))
    {
        KillGLWindow();
        MessageBox(NULL, "Can't Create A GL Device Context.", "ERROR", MB_OK|MB_ICONEXCLAMATION);
        return 0;
    }

    if (!(PixelFormat=ChoosePixelFormat(hDC, &pfd)))
    {
        KillGLWindow();
        MessageBox(NULL, "Can't Find A Suitable PixelFormat.", "ERROR", MB_OK|MB_ICONEXCLAMATION);
        return 0;
    }

    if(!SetPixelFormat(hDC, PixelFormat, &pfd))
    {
        KillGLWindow();
        MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
        return 0;
    }

    if (!(hRC = wglCreateContext(hDC)))
    {
        KillGLWindow();
        MessageBox(NULL, "Can't Create A GL Rendering Context.", "ERROR", MB_OK|MB_ICONEXCLAMATION);
        return 0;
    }

    if(!wglMakeCurrent(hDC, hRC))
    {
        KillGLWindow();
        MessageBox(NULL,"Can't Activate The GL Rendering Context.", "ERROR", MB_OK|MB_ICONEXCLAMATION);
        return 0;
    }

    ShowWindow(hWnd, SW_SHOW);
    SetForegroundWindow(hWnd);
    SetFocus(hWnd);
    ReSizeGLScene(width, height);

    if (!InitGL())
    {
        KillGLWindow();
        MessageBox(NULL, "Initialization Failed.", "ERROR", MB_OK|MB_ICONEXCLAMATION);
        return 0;
    }

    return 1;
}

LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
    switch (uMsg)
    {
        case WM_ACTIVATE:
        {
            if (!HIWORD(wParam))
            {
                active = true;
            }
            else
            {
                active = false;
            }

            return 0;
        }

        case WM_SYSCOMMAND:
        {
            switch (wParam)
            {
                case SC_SCREENSAVE:
                case SC_MONITORPOWER:
                return 0;
            }
            break;
        }

        case WM_CLOSE:
        {
            PostQuitMessage(0);
            return 0;
        }

        case WM_KEYDOWN:
        {
            keys[wParam] = true;
            return 0;
        }

        case WM_KEYUP:
        {
            keys[wParam] = false;
            return 0;
        }

        case WM_SIZE:
        {
            ReSizeGLScene(LOWORD(lParam), HIWORD(lParam));
            return 0;
        }
    }

    return DefWindowProc(hWnd, uMsg, wParam, lParam);
}

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
    MSG     msg;
    BOOL    running = true;

    if (!CreateGLWindow("Project 2D", 800, 600, 32))
    {
        return 0;
    }

    while(running)
    {
        if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            if (msg.message == WM_QUIT)
            {
                running = false;
            }
            else
            {
                TranslateMessage(&msg);
                DispatchMessage(&msg);
            }
        }
        else
        {

            if (active)
            {
                if (keys[VK_ESCAPE])
                {
                    running = false;
                }
                else
                {
                    DrawGLScene();
                    SwapBuffers(hDC);
                }
            }
        }
    }
    KillGLWindow();
    return (msg.wParam);
}

而且,我怎样才能让我的窗口在我的屏幕中间启动。

编辑:

这是 LWJGL 框架的 java 等价物:

/*
 * Copyright (c) 2002-2012 LWJGL Project
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'LWJGL' nor the names of
 *   its contributors may be used to endorse or promote products derived
 *   from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
package org.lwjgl.opengl;

import org.lwjgl.Sys;

/**
* A highly accurate sync method that continually adapts to the system 
* it runs on to provide reliable results.
*
* @author Riven
* @author kappaOne
*/
class Sync {

    /** number of nano seconds in a second */
    private static final long NANOS_IN_SECOND = 1000L * 1000L * 1000L;

    /** The time to sleep/yield until the next frame */
    private static long nextFrame = 0;

    /** whether the initialisation code has run */
    private static boolean initialised = false;

    /** for calculating the averages the previous sleep/yield times are stored */
    private static RunningAvg sleepDurations = new RunningAvg(10);
    private static RunningAvg yieldDurations = new RunningAvg(10);


    /**
     * An accurate sync method that will attempt to run at a constant frame rate.
     * It should be called once every frame.
     * 
     * @param fps - the desired frame rate, in frames per second
     */
    public static void sync(int fps) {
        if (fps <= 0) return;
        if (!initialised) initialise();

        try {
            // sleep until the average sleep time is greater than the time remaining till nextFrame
            for (long t0 = getTime(), t1; (nextFrame - t0) > sleepDurations.avg(); t0 = t1) {
                Thread.sleep(1);
                sleepDurations.add((t1 = getTime()) - t0); // update average sleep time
            }

            // slowly dampen sleep average if too high to avoid yielding too much
            sleepDurations.dampenForLowResTicker();

            // yield until the average yield time is greater than the time remaining till nextFrame
            for (long t0 = getTime(), t1; (nextFrame - t0) > yieldDurations.avg(); t0 = t1) {
                Thread.yield();
                yieldDurations.add((t1 = getTime()) - t0); // update average yield time
            }
        } catch (InterruptedException e) {

        }

        // schedule next frame, drop frame(s) if already too late for next frame
        nextFrame = Math.max(nextFrame + NANOS_IN_SECOND / fps, getTime());
    }

    /**
     * This method will initialise the sync method by setting initial
     * values for sleepDurations/yieldDurations and nextFrame.
     * 
     * If running on windows it will start the sleep timer fix.
     */
    private static void initialise() {
        initialised = true;

        sleepDurations.init(1000 * 1000);
        yieldDurations.init((int) (-(getTime() - getTime()) * 1.333));

        nextFrame = getTime();

        String osName = System.getProperty("os.name");

        if (osName.startsWith("Win")) {
            // On windows the sleep functions can be highly inaccurate by 
            // over 10ms making in unusable. However it can be forced to 
            // be a bit more accurate by running a separate sleeping daemon
            // thread.
            Thread timerAccuracyThread = new Thread(new Runnable() {
                public void run() {
                    try {
                        Thread.sleep(Long.MAX_VALUE);
                    } catch (Exception e) {}
                }
            });

            timerAccuracyThread.setName("LWJGL Timer");
            timerAccuracyThread.setDaemon(true);
            timerAccuracyThread.start();
        }
    }

    /**
     * Get the system time in nano seconds
     * 
     * @return will return the current time in nano's
     */
    private static long getTime() {
        return (Sys.getTime() * NANOS_IN_SECOND) / Sys.getTimerResolution();
    }

    private static class RunningAvg {
        private final long[] slots;
        private int offset;

        private static final long DAMPEN_THRESHOLD = 10 * 1000L * 1000L; // 10ms
        private static final float DAMPEN_FACTOR = 0.9f; // don't change: 0.9f is exactly right!

        public RunningAvg(int slotCount) {
            this.slots = new long[slotCount];
            this.offset = 0;
        }

        public void init(long value) {
            while (this.offset < this.slots.length) {
                this.slots[this.offset++] = value;
            }
        }

        public void add(long value) {
            this.slots[this.offset++ % this.slots.length] = value;
            this.offset %= this.slots.length;
        }

        public long avg() {
            long sum = 0;
            for (int i = 0; i < this.slots.length; i++) {
                sum += this.slots[i];
            }
            return sum / this.slots.length;
        }

        public void dampenForLowResTicker() {
            if (this.avg() > DAMPEN_THRESHOLD) {
                for (int i = 0; i < this.slots.length; i++) {
                    this.slots[i] *= DAMPEN_FACTOR;
                }
            }
        }
    }
}
4

1 回答 1

5

SwapBuffers启用垂直回扫同步 (V-Sync)。除非您在图形驱动程序中禁用它,否则它应该默认启用。您还可以使用交换间隔扩展来微调SwapBuffers时序和显示垂直回扫之间的比率。

另外,由于 Windows 的 CPU 时间消耗计算错误,添加一个Sleep(0)after SwapBuffers,它修复了指示 CPU 负载过高的问题。

于 2013-10-07T10:23:02.167 回答