Ogre在游戲開(kāi)發(fā)中逐幀更新
最新的Ogre穩(wěn)定版本是1.6.0RC1[shoggoth],在1.6.0版本中OgreFrameListener.h中的類(lèi)FrameListener多出了一個(gè)叫virtual bool frameRenderingQueued( const FrameEvent& evt ) { return true; }的函數(shù)。這個(gè)函數(shù)和virtual bool frameStarted( const FrameEvent& evt ) { return true; }有明顯的區(qū)別。
在源代碼中對(duì)frameStarted的注釋是:
/** Called when a frame is about to begin rendering.
@remarks
This event happens before any render targets have begun updating.
@return
True to go ahead, false to abort rendering and drop
out of the rendering loop.
*/
大體翻譯是:
當(dāng)一幀將要開(kāi)始渲染的時(shí)候被調(diào)用。
這個(gè)事件發(fā)生在所有渲染目標(biāo)已經(jīng)開(kāi)始更新之前。
而在源代碼中對(duì)frameRenderingQueued的注釋是:
/** Called after all render targets have had their rendering commands
issued, but before render windows have been asked to flip their
buffers over.
@remarks
The usefulness of this event comes from the fact that rendering
commands are queued for the GPU to process. These can take a little
while to finish, and so while that is happening the CPU can be doing
useful things. Once the request to 'flip buffers' happens, the thread
requesting it will block until the GPU is ready, which can waste CPU
cycles. Therefore, it is often a good idea to use this callback to
perform per-frame processing. Of course because the frame's rendering
commands have already been issued, any changes you make will only
take effect from the next frame, but in most cases that's not noticeable.
@return
True to continue rendering, false to drop out of the rendering loop.
*/
翻譯為:
在所有渲染目標(biāo)已經(jīng)傳出他們的渲染命令之后,并且在渲染窗口被要求去釋放他們的幀之前。
這個(gè)事件的用途其實(shí)是為了把GPU處理的渲染命令推入隊(duì)列,這些只花費(fèi)一點(diǎn)功夫去完成,
而就這一段時(shí)間cpu可以被用來(lái)處理一些有用的事情。一旦釋放幀這個(gè)時(shí)間發(fā)生,這條線(xiàn)程請(qǐng)求將要被
堵塞直到GPU準(zhǔn)備好了,這可能浪費(fèi)了cpu的渲染時(shí)間,然而,作為回調(diào)函數(shù)去逐幀處理也是一個(gè)好注意。
當(dāng)然因?yàn)閹匿秩久钜呀?jīng)被放出,任何你做的改變只對(duì)下一幀有效,但是大多數(shù)情況下這不是很明顯的。
加入了這個(gè)函數(shù)也說(shuō)明了Ogre1.6.0對(duì)gpu重視了。
在ogre自帶的例子中,幾乎都是用examplelistener來(lái)處理游戲循環(huán)。這明顯不符合比較大點(diǎn)的游戲開(kāi)發(fā)。而如果
你想要在大型游戲中應(yīng)用這個(gè)游戲循環(huán)。我感覺(jué)首先應(yīng)該有一個(gè)單件的幀監(jiān)聽(tīng)系統(tǒng)通過(guò)游戲主應(yīng)用程序來(lái)初始化。然后就是用設(shè)計(jì)模式中的Bridge的將聲明和執(zhí)行分開(kāi)的功能來(lái)處理這個(gè)方法。
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posted on 2008-09-24 22:11 brilyf 閱讀(2204) 評(píng)論(2) 編輯 收藏 引用