我尝试以 60 FPS 渲染,但我的场景渲染速度比 60 FPS 高得多。
这是我的渲染循环代码,这是以所需 FPS 渲染的正确方法还是有更好的方法?
double lastTime = glfwGetTime(), timer = lastTime;
double deltaTime = 0, nowTime = 0;
int frames = 0, updates = 0;
while (!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);
// - Measure time
nowTime = glfwGetTime();
deltaTime += (nowTime - lastTime) / limitFPS; // limitFPS = 1.0 / 60.0
lastTime = nowTime;
// - Only update at 60 frames / s
while (deltaTime >= 1.0) {
updates++;
deltaTime--;
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
w.render(); // Render function
frames++;
}
glfwPollEvents();
// - Reset after one second
if (glfwGetTime() - timer > 1.0) {
timer++;
}
glfwSwapBuffers(window);
}
根据上面评论中的讨论,您希望绘制最大 60 FPS,但您希望逻辑尽可能频繁地更新。正确吗?
只需一个循环、一个计时器和一个 if 语句即可实现这一点:
const double fpsLimit = 1.0 / 60.0;
double lastUpdateTime = 0; // number of seconds since the last loop
double lastFrameTime = 0; // number of seconds since the last frame
// This while loop repeats as fast as possible
while (!glfwWindowShouldClose(window))
{
double now = glfwGetTime();
double deltaTime = now - lastUpdateTime;
glfwPollEvents();
// update your application logic here,
// using deltaTime if necessary (for physics, tweening, etc.)
// This if-statement only executes once every 60th of a second
if ((now - lastFrameTime) >= fpsLimit)
{
// draw your frame here
glfwSwapBuffers(window);
// only set lastFrameTime when you actually draw something
lastFrameTime = now;
}
// set lastUpdateTime every iteration
lastUpdateTime = now;
}
您想要尽可能频繁执行的所有内容都应该位于该
while
循环的外部,并且您想要以每秒最多 60 次执行的所有内容都应该位于 if
语句内。
如果循环执行迭代所需的时间超过 1/60 秒,那么您的 FPS 和更新速率将下降到该工作负载/系统可实现的速率。
以下游戏循环可确保更新和渲染的速率限制为 MAX_FPS(在您的情况下为 60)。
constexpr float MAX_FPS = 60.f;
constexpr float FRAME_TIME = 1.f / MAX_FPS;
float last_time = glfwGetTime();
float last_update_time = glfwGetTime();
float accumulated_time = 0.f;
while (!glfwWindowShouldClose(window))
{
float current_time = glfwGetTime();
float dt = current_time - last_time;
last_time = current_time;
accumulated_time += dt;
glfwPollEvents();
if (accumulated_time >= FRAME_TIME)
{
float update_dt = current_time - last_update_time;
last_update_time = current_time;
accumulated_time = 0.f;
update(update_dt);
render();
}
}