Mercurial > sdl-ios-xcode
view Xcode-iPhoneOS/Demos/src/accelerometer.c @ 5053:b5b42be9333c
Fixed bug #1026
Vittorio Giovara 2010-07-16 19:09:28 PDT
i was reading SDL_renderer_gles and i noticed that every time we there
is some gl call the gl state is modified with a couple of
glEnableClientState()/glDisableClientState.
While this is completely fine for desktops systems, this is a major
performace kill on mobile devices, right where opengles is
implemented.
Normal practice in this case is to update the glstate once, keep it
always the same and disable/enable other states only in very special
occasions.
On the web there's plenty of documentation (on the top of my head
http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Performance/Performance.html#//apple_ref/doc/uid/TP40008793-CH105-SW5
) and i personally tried this.
I modified my code and got a 10 fps boost, then modified SDL_render_gles and
shifted from 40 fps to 50 fps alone -- considering that i started from ~30fps i
got an 80% performance increase with this technique.
I have attached a dif of my changes, hope that it will be included in
mainstream.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 19 Jan 2011 23:56:16 -0800 |
parents | e431b888ac6c |
children | 78db79f5a4e2 |
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/* * accelerometer.c * written by Holmes Futrell * use however you want */ #include "SDL.h" #include "math.h" #include "common.h" #define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ #define DAMPING 0.5f; /* after bouncing off a wall, damping coefficient determines final speed */ #define FRICTION 0.0008f /* coefficient of acceleration that opposes direction of motion */ #define GRAVITY_CONSTANT 0.004f /* how sensitive the ship is to the accelerometer */ /* If we aren't on an iPhone, then this definition ought to yield reasonable behavior */ #ifndef SDL_IPHONE_MAX_GFORCE #define SDL_IPHONE_MAX_GFORCE 5.0f #endif static SDL_Joystick *accelerometer; /* used for controlling the ship */ static struct { float x, y; /* position of ship */ float vx, vy; /* velocity of ship (in pixels per millesecond) */ SDL_Rect rect; /* (drawn) position and size of ship */ } shipData; static SDL_Texture *ship = 0; /* texture for spaceship */ static SDL_Texture *space = 0; /* texture for space (background */ void render(void) { /* get joystick (accelerometer) axis values and normalize them */ float ax = SDL_JoystickGetAxis(accelerometer, 0); float ay = -SDL_JoystickGetAxis(accelerometer, 1); /* ship screen constraints */ Uint32 minx = 0.0f; Uint32 maxx = SCREEN_WIDTH - shipData.rect.w; Uint32 miny = 0.0f; Uint32 maxy = SCREEN_HEIGHT - shipData.rect.h; #define SINT16_MAX ((float)(0x7FFF)) /* update velocity from accelerometer the factor SDL_IPHONE_MAX_G_FORCE / SINT16_MAX converts between SDL's units reported from the joytick, and units of g-force, as reported by the accelerometer */ shipData.vx += ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT * MILLESECONDS_PER_FRAME; shipData.vy += ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT * MILLESECONDS_PER_FRAME; float speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy); if (speed > 0) { /* compensate for friction */ float dirx = shipData.vx / speed; /* normalized x velocity */ float diry = shipData.vy / speed; /* normalized y velocity */ /* update velocity due to friction */ if (speed - FRICTION * MILLESECONDS_PER_FRAME > 0) { /* apply friction */ shipData.vx -= dirx * FRICTION * MILLESECONDS_PER_FRAME; shipData.vy -= diry * FRICTION * MILLESECONDS_PER_FRAME; } else { /* applying friction would MORE than stop the ship, so just stop the ship */ shipData.vx = 0.0f; shipData.vy = 0.0f; } } /* update ship location */ shipData.x += shipData.vx * MILLESECONDS_PER_FRAME; shipData.y += shipData.vy * MILLESECONDS_PER_FRAME; if (shipData.x > maxx) { shipData.x = maxx; shipData.vx = -shipData.vx * DAMPING; } else if (shipData.x < minx) { shipData.x = minx; shipData.vx = -shipData.vx * DAMPING; } if (shipData.y > maxy) { shipData.y = maxy; shipData.vy = -shipData.vy * DAMPING; } else if (shipData.y < miny) { shipData.y = miny; shipData.vy = -shipData.vy * DAMPING; } /* draw the background */ SDL_RenderCopy(space, NULL, NULL); /* draw the ship */ shipData.rect.x = shipData.x; shipData.rect.y = shipData.y; SDL_RenderCopy(ship, NULL, &shipData.rect); /* update screen */ SDL_RenderPresent(); } void initializeTextures() { SDL_Surface *bmp_surface; SDL_Surface *bmp_surface_rgba; int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */ Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */ int bpp; /* bits per pixel for desired format */ /* load the ship */ bmp_surface = SDL_LoadBMP("ship.bmp"); if (bmp_surface == NULL) { fatalError("could not ship.bmp"); } /* set blue to transparent on the ship */ SDL_SetColorKey(bmp_surface, 1, SDL_MapRGB(bmp_surface->format, 0, 0, 255)); SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask); /* create a new RGBA surface and blit the bmp to it this is an extra step, but it seems to be necessary for the color key to work does the fact that this is necessary indicate a bug in SDL? */ bmp_surface_rgba = SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask, Gmask, Bmask, Amask); SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba, NULL); /* create ship texture from surface */ ship = SDL_CreateTextureFromSurface(format, bmp_surface_rgba); if (ship == 0) { fatalError("could not create ship texture"); } SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND); /* set the width and height of the ship from the surface dimensions */ shipData.rect.w = bmp_surface->w; shipData.rect.h = bmp_surface->h; SDL_FreeSurface(bmp_surface_rgba); SDL_FreeSurface(bmp_surface); /* load the space background */ bmp_surface = SDL_LoadBMP("space.bmp"); if (bmp_surface == NULL) { fatalError("could not load space.bmp"); } /* create space texture from surface */ space = SDL_CreateTextureFromSurface(format, bmp_surface); if (space == 0) { fatalError("could not create space texture"); } SDL_FreeSurface(bmp_surface); } int main(int argc, char *argv[]) { SDL_Window *window; /* main window */ Uint32 startFrame; /* time frame began to process */ Uint32 endFrame; /* time frame ended processing */ Uint32 delay; /* time to pause waiting to draw next frame */ int done; /* should we clean up and exit? */ /* initialize SDL */ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) { fatalError("Could not initialize SDL"); } /* create main window and renderer */ window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_BORDERLESS); SDL_CreateRenderer(window, 0, 0); /* print out some info about joysticks and try to open accelerometer for use */ printf("There are %d joysticks available\n", SDL_NumJoysticks()); printf("Default joystick (index 0) is %s\n", SDL_JoystickName(0)); accelerometer = SDL_JoystickOpen(0); if (accelerometer == NULL) { fatalError("Could not open joystick (accelerometer)"); } printf("joystick number of axis = %d\n", SDL_JoystickNumAxes(accelerometer)); printf("joystick number of hats = %d\n", SDL_JoystickNumHats(accelerometer)); printf("joystick number of balls = %d\n", SDL_JoystickNumBalls(accelerometer)); printf("joystick number of buttons = %d\n", SDL_JoystickNumButtons(accelerometer)); /* load graphics */ initializeTextures(); /* setup ship */ shipData.x = (SCREEN_WIDTH - shipData.rect.w) / 2; shipData.y = (SCREEN_HEIGHT - shipData.rect.h) / 2; shipData.vx = 0.0f; shipData.vy = 0.0f; done = 0; /* enter main loop */ while (!done) { startFrame = SDL_GetTicks(); SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { done = 1; } } render(); endFrame = SDL_GetTicks(); /* figure out how much time we have left, and then sleep */ delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame); if (delay < 0) { delay = 0; } else if (delay > MILLESECONDS_PER_FRAME) { delay = MILLESECONDS_PER_FRAME; } SDL_Delay(delay); } /* delete textures */ SDL_DestroyTexture(ship); SDL_DestroyTexture(space); /* shutdown SDL */ SDL_Quit(); return 0; }