我正在使用timeGetTime()
将帧速率限制为每秒60帧。我打算这样做的方法是获得渲染所述60帧所需的时间,然后使用Sleep等待第二秒的剩余时间。但由于某种原因timeGetTime()
在我第一次调用它时返回的数字大于在我渲染60帧之后调用它时的数字。
以下是代码:
标题
#ifndef __TesteMapa_h_
#define __TesteMapa_h_
#include "BaseApplication.h"
#include "Mundo.h"
class TesteMapa : public BaseApplication{
public:
TesteMapa()
virtual ~TesteMapa();
protected:
virtual void createScene();
virtual bool frameRenderingQueued(const Ogre::FrameEvent& evt);
virtual bool frameEnded(const Ogre::FrameEvent& evt);
virtual bool keyPressed(const OIS::KeyEvent &evt);
virtual bool keyReleased(const OIS::KeyEvent &evt);
private:
Mundo mundo = Mundo(3,3,3);
short altura, largura, passos, balanca, framesNoSegundo=0;
Ogre::SceneNode *noSol, *noSolFilho, *noCamera;
DWORD inicioSegundo = 0, finala;//inicioSegundo is the start variable and finala the ending variable
};
#endif
CPP相关功能
bool TesteMapa::frameEnded(const Ogre::FrameEvent& evt){
framesNoSegundo++;
if (inicioSegundo == 0)
inicioSegundo = timeGetTime();
else{
if (framesNoSegundo == 60){
finala = timeGetTime(); //getting this just to see the value being returned
Sleep(1000UL - (timeGetTime() - inicioSegundo));
inicioSegundo = 0;
framesNoSegundo = 0;
}
}
return true;
}
我在主要功能中使用timeBeginPeriod(1)
和timeEndPeriod(1)
。
答案 0 :(得分:1)
如果您使用的是Visual Studio 2013或更早版本,则std :: chrono使用64hz自动收录器(每个刻度15.625毫秒),这很慢。 VS 2015应该解决这个问题。您可以使用QueryPerformanceCounter。以下是以固定频率运行且无漂移的示例代码,因为延迟基于计数器的原始读数。 dwLateStep是一个调试辅助工具,如果一个或多个步骤花费的时间太长,它会增加。该代码与Windows XP兼容,其中Sleep(1)最多可能需要2 ms,这就是为什么代码只有在有2 ms或更长时间延迟时才会进入休眠状态。
typedef unsigned long long UI64; /* unsigned 64 bit int */
#define FREQ 60 /* frequency */
DWORD dwLateStep; /* late step count */
LARGE_INTEGER liPerfFreq; /* 64 bit frequency */
LARGE_INTEGER liPerfTemp; /* used for query */
UI64 uFreq = FREQ; /* thread frequency */
UI64 uOrig; /* original tick */
UI64 uWait; /* tick rate / freq */
UI64 uRem = 0; /* tick rate % freq */
UI64 uPrev; /* previous tick based on original tick */
UI64 uDelta; /* current tick - previous */
UI64 u2ms; /* 2ms of ticks */
UI64 i;
/* ... */ /* wait for some event to start thread */
QueryPerformanceFrequency(&liPerfFreq);
u2ms = ((UI64)(liPerfFreq.QuadPart)+499) / ((UI64)500);
timeBeginPeriod(1); /* set period to 1ms */
Sleep(128); /* wait for it to stabilize */
QueryPerformanceCounter(&liPerfTemp);
uOrig = uPrev = liPerfTemp.QuadPart;
for(i = 0; i < (uFreq*30); i++){
/* update uWait and uRem based on uRem */
uWait = ((UI64)(liPerfFreq.QuadPart) + uRem) / uFreq;
uRem = ((UI64)(liPerfFreq.QuadPart) + uRem) % uFreq;
/* wait for uWait ticks */
while(1){
QueryPerformanceCounter((PLARGE_INTEGER)&liPerfTemp);
uDelta = (UI64)(liPerfTemp.QuadPart - uPrev);
if(uDelta >= uWait)
break;
if((uWait - uDelta) > u2ms)
Sleep(1);
}
if(uDelta >= (uWait*2))
dwLateStep += 1;
uPrev += uWait;
/* fixed frequency code goes here */
/* along with some type of break when done */
}
timeEndPeriod(1); /* restore period */