优化体验及性能 #3
162
test/main.cpp
162
test/main.cpp
|
@ -11,11 +11,26 @@
|
|||
#include "camera.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <pthread.h>
|
||||
|
||||
#ifdef __linux__
|
||||
#include <unistd.h>
|
||||
#endif
|
||||
#ifdef _WIN32
|
||||
#include <Windows.h>
|
||||
#endif
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
|
||||
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
|
||||
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
|
||||
void focus_callback(GLFWwindow *window, int focused);
|
||||
void processInput(GLFWwindow *window);
|
||||
void delay_fps(int fps, int render_time_us);
|
||||
void *getting_fps(void *window);
|
||||
|
||||
bool running = true;
|
||||
bool pausing = false;
|
||||
bool just_dispaused = false;
|
||||
|
||||
// settings
|
||||
const unsigned int SCR_WIDTH = 854;
|
||||
|
@ -31,6 +46,22 @@ bool firstMouse = true;
|
|||
float deltaTime = 0.0f; // time between current frame and last frame
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
// focuse controlling
|
||||
bool window_focused = false;
|
||||
|
||||
// window managing
|
||||
int curr_width;
|
||||
int curr_height;
|
||||
int curr_x;
|
||||
int curr_y;
|
||||
|
||||
// monitors controlling
|
||||
int monitor_count;
|
||||
GLFWmonitor **monitors;
|
||||
|
||||
// fps control
|
||||
int fps;
|
||||
|
||||
int main()
|
||||
{
|
||||
// std::cout << "debug";
|
||||
|
@ -40,6 +71,8 @@ int main()
|
|||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
|
||||
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
|
||||
#ifdef BLENDING
|
||||
glEnable(GL_BLEND);
|
||||
#endif
|
||||
|
@ -57,10 +90,17 @@ int main()
|
|||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
|
||||
monitors = glfwGetMonitors(&monitor_count);
|
||||
|
||||
pthread_t thr_getting_fps;
|
||||
pthread_create(&thr_getting_fps, nullptr, getting_fps, window);
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
glfwSetWindowFocusCallback(window, focus_callback);
|
||||
|
||||
// tell GLFW to capture our mouse
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
@ -251,8 +291,10 @@ int main()
|
|||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
// render loop
|
||||
// -----------
|
||||
|
||||
// glfwSetCursorPos(window, curr_x + curr_width / 2, curr_y + curr_height / 2);
|
||||
// render loop
|
||||
// -----------
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// per-frame time logic
|
||||
|
@ -321,8 +363,13 @@ int main()
|
|||
// -------------------------------------------------------------------------------
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
||||
float renderTime = static_cast<float>(glfwGetTime()) - lastFrame;
|
||||
delay_fps(fps, (int)(renderTime * 1000 * 1000));
|
||||
}
|
||||
|
||||
running = false;
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
// optional: de-allocate all resources once they've outlived their purpose:
|
||||
|
@ -338,10 +385,28 @@ int main()
|
|||
|
||||
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||
// ---------------------------------------------------------------------------------------------------------
|
||||
bool ESC_KEY_PRESSED = false;
|
||||
void processInput(GLFWwindow *window)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
int esc_key_evetype = glfwGetKey(window, GLFW_KEY_ESCAPE);
|
||||
if (!ESC_KEY_PRESSED && esc_key_evetype == GLFW_PRESS)
|
||||
{
|
||||
ESC_KEY_PRESSED = true;
|
||||
pausing = !pausing;
|
||||
if (!pausing)
|
||||
just_dispaused = true;
|
||||
if (!pausing)
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
else
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
else if (esc_key_evetype == GLFW_RELEASE)
|
||||
{
|
||||
ESC_KEY_PRESSED = false;
|
||||
}
|
||||
|
||||
if (pausing)
|
||||
return;
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
|
@ -356,7 +421,6 @@ void processInput(GLFWwindow *window)
|
|||
camera.ProcessKeyboard(UP, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(DOWN, deltaTime);
|
||||
|
||||
}
|
||||
|
||||
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||
|
@ -365,16 +429,39 @@ void framebuffer_size_callback(GLFWwindow *window, int width, int height)
|
|||
{
|
||||
// make sure the viewport matches the new window dimensions; note that width and
|
||||
// height will be significantly larger than specified on retina displays.
|
||||
glViewport(0, 0, width, height);
|
||||
curr_width = width;
|
||||
curr_height = height;
|
||||
if ((double)width / height > (double)SCR_WIDTH / SCR_HEIGHT)
|
||||
{ // When profiled screen size rate less than new size
|
||||
int vpwidth = width;
|
||||
int vpheight = width * SCR_HEIGHT / SCR_WIDTH;
|
||||
glViewport(0, -(vpheight - height) / 2, vpwidth, vpheight);
|
||||
}
|
||||
else
|
||||
{ // or more than
|
||||
int vpheight = height;
|
||||
int vpwidth = height * SCR_WIDTH / SCR_HEIGHT;
|
||||
glViewport(-(vpwidth - width) / 2, 0, vpwidth, vpheight);
|
||||
}
|
||||
}
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow *window, double xposIn, double yposIn)
|
||||
{
|
||||
if (pausing)
|
||||
return;
|
||||
|
||||
float xpos = static_cast<float>(xposIn);
|
||||
float ypos = static_cast<float>(yposIn);
|
||||
|
||||
if (just_dispaused)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
just_dispaused = false;
|
||||
}
|
||||
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
|
@ -397,3 +484,66 @@ void scroll_callback(GLFWwindow *window, double xoffset, double yoffset)
|
|||
{
|
||||
camera.ProcessMouseScroll(static_cast<float>(yoffset));
|
||||
}
|
||||
|
||||
void focus_callback(GLFWwindow *window, int focused)
|
||||
{
|
||||
if (focused)
|
||||
{
|
||||
window_focused = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
window_focused = false;
|
||||
pausing = true;
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
}
|
||||
|
||||
void *getting_fps(void *_window)
|
||||
{
|
||||
GLFWwindow *window = static_cast<GLFWwindow *>(_window);
|
||||
while (running)
|
||||
{
|
||||
glfwGetWindowPos(window, &curr_x, &curr_y);
|
||||
glfwGetWindowSize(window, &curr_width, &curr_height);
|
||||
// get current monitor's scale
|
||||
int on_which = -1;
|
||||
GLFWvidmode *vmode;
|
||||
for (int i = 0; i < monitor_count; i++)
|
||||
{
|
||||
int monx, mony;
|
||||
glfwGetMonitorPos(monitors[i], &monx, &mony);
|
||||
GLFWvidmode *mode = const_cast<GLFWvidmode *>(glfwGetVideoMode(monitors[i]));
|
||||
if (curr_x >= monx && curr_x < mode->width && curr_y >= mony && curr_y < mode->height)
|
||||
{
|
||||
on_which = i;
|
||||
vmode = mode;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (on_which != -1)
|
||||
{
|
||||
fps = vmode->refreshRate;
|
||||
}
|
||||
#ifdef __linux__
|
||||
usleep(1000);
|
||||
#endif
|
||||
#ifdef _WIN32
|
||||
Sleep(1);
|
||||
#endif
|
||||
}
|
||||
std::cout << std::endl;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void delay_fps(int fps, int render_time_us)
|
||||
{
|
||||
#ifdef __linux__
|
||||
int del = 1000 * 1000 / fps;
|
||||
usleep(del - render_time_us);
|
||||
#endif
|
||||
#ifdef _WIN32
|
||||
int del = 1000 / fps;
|
||||
Sleep(del - render_time_us / 1000);
|
||||
#endif
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue