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C++ 我的SDL C++;(2d游戏)使用opengl很慢,怎么办?_C++_Performance_Opengl_Sdl - Fatal编程技术网

C++ 我的SDL C++;(2d游戏)使用opengl很慢,怎么办?

C++ 我的SDL C++;(2d游戏)使用opengl很慢,怎么办?,c++,performance,opengl,sdl,C++,Performance,Opengl,Sdl,我自己制作了一个游戏,就像在c++下使用SDL和OpenGL玩乒乓球一样: #include "SDL.h" #include "SDL_opengl.h" #include <iostream> int main(int argc, char* args[]) { //initialize SDL SDL_Init(SDL_INIT_EVERYTHING); //OpenGL memory SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 ); SD

我自己制作了一个游戏,就像在c++下使用SDL和OpenGL玩乒乓球一样:

#include "SDL.h"
#include "SDL_opengl.h"
#include <iostream>
int main(int argc, char* args[])
{
//initialize SDL
SDL_Init(SDL_INIT_EVERYTHING);

//OpenGL memory
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute( SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1);

//caption of the window
SDL_WM_SetCaption( "Bine baaa", NULL );

//size
SDL_SetVideoMode(600,400,32, SDL_OPENGL);

//clearcolor
glClearColor(0,0,0,1); //RED,GREEN,BLUE,ALPHA

//portion of screen displayed
glViewport(0,0,600,400);

//for gradients
glShadeModel(GL_SMOOTH);

//2D rendering
glMatrixMode(GL_PROJECTION);
glLoadIdentity();//save

glDisable(GL_DEPTH_TEST);

bool isRunning = true;

SDL_Event event;

typedef struct player{

    float myX;
    float myY;
    float width=15;
    float height=60;
    bool up=false;
    bool down=false;
};
player player1,player2;

player1.myX=10;
player1.myY=160;
player2.myX=580;
player2.myY=160;

float ballX=300;
float ballY=200;
float vitezaX=0.5;
float vitezaY=0.5;
float latura =10;

//main loop
while(isRunning){
    //EVENTS
    while ( SDL_PollEvent(&event)){

        if( event.type == SDL_QUIT )
            isRunning=false;
        //escape button closes window
        if(event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE)
            isRunning=false;
        if( event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_r)
            glClearColor(1,0,0,1);
        if( event.type == SDL_KEYDOWN){
            if(event.key.keysym.sym==SDLK_UP)
                player2.up=true;
            if(event.key.keysym.sym==SDLK_DOWN)
                player2.down=true;
            if(event.key.keysym.sym==SDLK_w)
                player1.up=true;
            if(event.key.keysym.sym==SDLK_s)
                player1.down=true;
        }
        if( event.type == SDL_KEYUP){
            if(event.key.keysym.sym==SDLK_UP)
                player2.up=false;
            if(event.key.keysym.sym==SDLK_DOWN)
                player2.down=false;
            if(event.key.keysym.sym==SDLK_w)
                player1.up=false;
            if(event.key.keysym.sym==SDLK_s)
                player1.down=false;
        }
    }
    //LOGIC
    if(player1.up==true)
        player1.myY-=0.3;
    if(player1.down==true)
        player1.myY+=0.3;
    if(player2.up==true)
        player2.myY-=0.3;
    if(player2.down==true)
        player2.myY+=0.3;
    if(ballY<0)
        vitezaY=-vitezaY;
    if(ballY+latura>400)
        vitezaY=-vitezaY;
    if(ballX+latura>player2.myX && ballY+latura>player2.myY && ballY<player2.myY+player2.height){
        vitezaX=-vitezaX;
        if(ballX+latura-player2.myX>=1){
                if(vitezaY>0)
                    ballY=player2.myY-latura;
                else
                    ballY=player2.myY+player2.height;
            vitezaX=-vitezaX;
            vitezaY=-vitezaY;
        }
    }
    if(ballX<player1.myX+player1.width && ballY+latura>player1.myY && ballY<player1.myY+player1.height){
        vitezaX=-vitezaX;
        if((player1.myX+player1.width)-ballX>=1){
            if(vitezaY>0)
                ballY=player1.myY-latura;
            else
                ballY=player1.myY+player1.height;
            vitezaX=-vitezaX;
            vitezaY=-vitezaY;
        }
    }
    if(ballX<0 || ballX>600){
         ballX=300;
         ballY=200;
         SDL_Delay(500);
    }
    ballX+=vitezaX;
    ballY+=vitezaY;

    //RENDER
    glClear(GL_COLOR_BUFFER_BIT);

        glPushMatrix(); //Begin Render

        glColor4ub(255,255,255,255);
        glOrtho(0,600,400,0,-1,1);

        glBegin(GL_QUADS);//GL_LINES, GL_LINE_STRIP, GL_QUADS, GL_POLIGON,GL_TRIANGLES, GL_LINE_LOOP

        glVertex2f(player1.myX,player1.myY);
        glVertex2f(player1.myX+player1.width,player1.myY);
        glVertex2f(player1.myX+player1.width,player1.myY+player1.height);
        glVertex2f(player1.myX,player1.myY+player1.height);

        glEnd();//End Draw

         glBegin(GL_QUADS);//GL_LINES, GL_LINE_STRIP, GL_QUADS, GL_POLIGON,GL_TRIANGLES, GL_LINE_LOOP

        glVertex2f(player2.myX,player2.myY);
        glVertex2f(player2.myX+player2.width,player2.myY);
        glVertex2f(player2.myX+player2.width,player2.myY+player2.height);
        glVertex2f(player2.myX,player2.myY+player2.height);

        glEnd();//End Draw

        glBegin(GL_QUADS);//GL_LINES, GL_LINE_STRIP, GL_QUADS, GL_POLIGON,GL_TRIANGLES, GL_LINE_LOOP

        glVertex2f(ballX,ballY);
        glVertex2f(ballX+latura,ballY);
        glVertex2f(ballX+latura,ballY+latura);
        glVertex2f(ballX,ballY+latura);

        glEnd();//End Draw

        glPopMatrix(); //End Render


    SDL_GL_SwapBuffers();
    SDL_Delay(2);
}
SDL_Quit();

return 0;}
#包括“SDL.h”
#包括“SDL_opengl.h”
#包括
int main(int argc,char*args[]
{
//初始化SDL
SDL_Init(SDL_Init_EVERYTHING);
//OpenGL内存
SDL_GL_设置属性(SDL_GL_红色_大小,8);
SDL_GL_设置属性(SDL_GL_绿色_大小,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_大小,8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_大小,8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,32);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
//窗口的标题
SDL_WM_SetCaption(“Bine-baaa”,空);
//大小
SDL_设置视频模式(600400,32,SDL_OPENGL);
//透明色
glClearColor(0,0,0,1);//红、绿、蓝、阿尔法
//显示的屏幕部分
(0,0600400);
//梯度
glShadeModel(GL_平滑);
//二维渲染
glMatrixMode(GL_投影);
glLoadIdentity();//保存
glDisable(GLU深度测试);
bool isRunning=true;
SDL_事件;
typedef结构播放器{
浮动myX;
花蜜;
浮动宽度=15;
浮子高度=60;
bool up=false;
bool down=错误;
};
播放器播放器1、播放器2;
player1.myX=10;
player1.myY=160;
player2.myX=580;
player2.myY=160;
浮球x=300;
浮球Y=200;
浮动vitezaX=0.5;
浮动维特扎伊=0.5;
浮动拉图拉=10;
//主回路
同时(正在运行){
//事件
while(SDL_事件和事件)){
if(event.type==SDL\u QUIT)
isRunning=false;
//退出按钮关闭窗口
if(event.type==SDL\u KEYUP&&event.key.keysym.sym==SDLK\u ESCAPE)
isRunning=false;
if(event.type==SDL\u KEYUP&&event.key.keysym.sym==SDLK\u r)
glClearColor(1,0,0,1);
if(event.type==SDL\u KEYDOWN){
if(event.key.keysym.sym==SDLK\u UP)
player2.up=true;
if(event.key.keysym.sym==SDLK\u DOWN)
player2.down=true;
if(event.key.keysym.sym==SDLK\u w)
player1.up=true;
if(event.key.keysym.sym==SDLK\u s)
player1.down=true;
}
if(event.type==SDL\u KEYUP){
if(event.key.keysym.sym==SDLK\u UP)
player2.up=false;
if(event.key.keysym.sym==SDLK\u DOWN)
player2.down=false;
if(event.key.keysym.sym==SDLK\u w)
player1.up=false;
if(event.key.keysym.sym==SDLK\u s)
player1.down=false;
}
}
//逻辑
如果(player1.up==true)
player1.myY-=0.3;
if(player1.down==true)
player1.myY+=0.3;
if(player2.up==true)
player2.myY-=0.3;
if(player2.down==true)
player2.myY+=0.3;
如果(ballY400)
vitezaY=-vitezaY;
如果(ballX+latura>player2.myX&&ballY+latura>player2.myY&&ballY=1){
如果(vitezaY>0)
ballY=player2.myY-latura;
其他的
ballY=player2.myY+player2.height;
vitezaX=-vitezaX;
vitezaY=-vitezaY;
}
}
如果(ballXplayer1.myY&&ballY=1){
如果(vitezaY>0)
ballY=player1.myY-latura;
其他的
ballY=player1.myY+player1.height;
vitezaX=-vitezaX;
vitezaY=-vitezaY;
}
}
如果(ballX600){
ballX=300;
ballY=200;
SDL_延迟(500);
}
ballX+=vitezaX;
ballY+=vitezaY;
//渲染
glClear(GLU颜色缓冲位);
glPushMatrix()//开始渲染
glColor4ub(255255);
格洛托(0600400,0,-1,1);
glBegin(GL_QUADS)//GL_线、GL_线带、GL_四边形、GL_多边形、GL_三角形、GL_线环
glVertex2f(player1.myX,player1.myY);
glVertex2f(player1.myX+player1.width,player1.myY);
glVertex2f(player1.myX+player1.width,player1.myY+player1.height);
glVertex2f(player1.myX,player1.myY+player1.height);
格伦德()//末端牵引
glBegin(GL_QUADS)//GL_线、GL_线带、GL_四边形、GL_多边形、GL_三角形、GL_线环
glVertex2f(player2.myX,player2.myY);
glVertex2f(player2.myX+player2.width,player2.myY);
glVertex2f(player2.myX+player2.width,player2.myY+player2.height);
glVertex2f(player2.myX,player2.myY+player2.height);
格伦德()//末端牵引
glBegin(GL_QUADS)//GL_线、GL_线带、GL_四边形、GL_多边形、GL_三角形、GL_线环
glVertex2f(ballX,ballY);
glVertex2f(ballX+latura,ballY);
glVertex2f(ballX+latura,ballY+latura);
glVertex2f(ballX,ballY+latura);
格伦德()//末端牵引
glPopMatrix()//结束渲染
SDL_GL_SwapBuffers();
SDL_延迟(2);
}
SDL_退出();
返回0;}
注:“latura”是矩形的宽度或高度,“viteza”是速度


问题是,当我在其他机器上测试游戏时,在我的电脑上,游戏运行速度非常慢,尽管我可以说我的电脑没有那么差…(2GB RAM、8600GT nvidia和四核intel),在其他机器上,游戏运行速度要快得多,不管代码设置的速度如何。我就是找不到这个问题的逻辑。我想知道如何让这个游戏在不同的机器上以相同的速度运行(我一直在寻找时间相关动画……我不知道taht会有多大帮助;我还发现了一些关于软件/硬件渲染的主题,这可能是问题所在吗?在我的电脑上,游戏使用软件渲染,而在其他机器上则是硬件基础?).

我已在PC上编译了您的代码,并且在集成图形卡(英特尔HD 4000)上运行平稳(>500 fps)

如果要检查openGL是否正在运行,请在曲面上使用标志

SDL_Surface* screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL );

if( screen->flags & SDL_OPENGL ) printf("using openGL");

看看其他答案,我猜您的机器没有h/w加速OpenGL驱动程序,这导致您的游戏使用MESA gl库

以下是一种确认方法。请在cmdline中键入:

ldd ./program_name
如果您看到的是/usr/lib/mesa/libGL.so.1而不是/usr
Uint32 time = SDL_GetTicks();
if(20>(SDL_GetTicks()-time))
{
    SDL_Delay(20-(SDL_GetTicks()-time)); //SDL_Delay pauses the execution.
}
int main(int argc, char *argv[])
{
    int FPS = 50 //Framerate
    //Setup stuff
    while(GAME_RUNNING)
    {
        Uint32 start_time = SDL_GetTicks();

        //Event handling

        //Logic stuff

        //Rendering things

        if((1000/FPS)>(SDL_GetTicks()-start_time))
        {
            SDL_Delay((1000/FPS)-(SDL_GetTicks()-start_time)) //Yay stable framerate!
        }
    }