修改OpenGl渲染底层之前

This commit is contained in:
2025-10-20 20:50:12 +08:00
parent 1b011b9b68
commit 2b888aae5b
61 changed files with 1609 additions and 680 deletions

View File

@@ -3,7 +3,6 @@
#include "EngineFrame/Component/Sprite.h"
#include "EngineFrame/Actor/Actor.h"
#include "EngineFrame/Component/Text.h"
#include "EngineFrame/Actor/Debug_Actor.h"
Game::Game()
{
@@ -16,8 +15,6 @@ Game::~Game()
void Game::Init(std::function<void()> CallBack)
{
// 计算帧时间
m_frameTime = 1000 / m_fps;
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
SDL_JoystickEventState(SDL_ENABLE);
@@ -52,7 +49,7 @@ void Game::Init(std::function<void()> CallBack)
}
}
// 创建渲染器
m_renderer = SDL_CreateRenderer(m_window, -1, SDL_RENDERER_ACCELERATED);
m_renderer = SDL_CreateRenderer(m_window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (m_renderer == nullptr)
{
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "SDL could not Create Renderer! Error: %s\n", SDL_GetError());
@@ -78,41 +75,41 @@ void Game::Init(std::function<void()> CallBack)
m_isRunning = false;
}
// SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0");
// 构造调试对象
m_DebugInfoActor = new Debug_Actor();
CallBack();
}
void Game::Run()
{
// 计算帧时间
m_frameTime = 1000.0 / m_Settingfps;
while (m_isRunning)
{
u32 frameStart = SDL_GetTicks(); // 帧开始时间
// 帧开始时间
Uint64 frameStart = SDL_GetTicks64();
SDL_Event m_event;
HandleEvents(&m_event);
Update(m_deltaTime); // 注意这里使用的是上一帧的deltaTime合理见说明
Update(m_deltaTime);
Render();
// 帧率统计(保持不变)
m_frameCount++;
u32 currentTime = SDL_GetTicks();
// 帧率统计 每一秒钟的时候记录一次帧率
m_frameCounter++;
Uint64 currentTime = SDL_GetTicks64();
if (currentTime - m_lastFpsPrintTime >= 1000)
{
u32 fps = m_frameCount;
if (m_DebugInfoActor)
m_DebugInfoActor->FPS = fps;
m_fps = m_frameCounter;
m_lastFpsPrintTime = currentTime;
m_frameCount = 0;
m_frameCounter = 0;
}
// 计算实际总帧时间(关键修改)
u32 diff = SDL_GetTicks() - frameStart; // 处理耗时
Uint64 diff = SDL_GetTicks64() - frameStart; // 处理耗时
if (diff < m_frameTime)
{
SDL_Delay(m_frameTime - diff); // 尝试延迟补全
}
// 延迟后,重新计算从帧开始到现在的总时间(包含可能的延迟误差)
u32 actualFrameTime = SDL_GetTicks() - frameStart;
Uint64 actualFrameTime = SDL_GetTicks64() - frameStart;
m_deltaTime = actualFrameTime / 1000.0f; // 用实际总时间更新deltaTime
}
}
@@ -156,26 +153,25 @@ void Game::Update(float deltaTime)
m_scene->Update(deltaTime);
if (m_uiScene != nullptr)
m_uiScene->Update(deltaTime);
// 调试信息
if (m_DebugInfoActor != nullptr)
{
m_DebugInfoActor->Update(deltaTime);
m_DebugInfoActor->RenderCount = RenderCount;
}
RenderCount = 0;
}
void Game::Render()
{
// 绘制调用次数清0
m_RenderCount = 0;
// 调用预渲染
if (m_scene != nullptr)
m_scene->PreRender();
if (m_uiScene != nullptr)
m_uiScene->PreRender();
// 清空渲染器后渲染
SDL_RenderClear(m_renderer);
if (m_scene != nullptr)
m_scene->Render();
if (m_uiScene != nullptr)
m_uiScene->Render();
if (m_DebugInfoActor != nullptr)
m_DebugInfoActor->Render();
SDL_RenderPresent(m_renderer);
}
@@ -191,7 +187,6 @@ void Game::Clear()
m_uiScene->Exit();
}
m_uiScene = nullptr;
m_DebugInfoActor = nullptr;
IMG_Quit();
SDL_DestroyRenderer(m_renderer);
SDL_DestroyWindow(m_window);