QueryPerformanceCounter limiting/speeding up slide speed - c++

I have a thread that waits on a std::condition_variable then loops till it is done.
Im trying to slide my rect that is drawn in opengl.
Everything works fine without using a delta, But i would like my rect to slide at the same speed no matter what computer it is ran on.
At the moment it jumps about half way then slides really slow.
If i dont use my delta it does not run at the same speed if ran on slower computers.
Im not sure if i should ihave a if statement and check if time has passed then do the sliding, an not use a delta?
auto toolbarGL::Slide() -> void
{
LARGE_INTEGER then, now, freq;
QueryPerformanceFrequency(&freq);
QueryPerformanceCounter(&then);
while (true)
{
// Waits to be ready to slide
// Keeps looping till stopped then starts to wait again
SlideEvent.wait();
QueryPerformanceCounter(&now);
float delta_time_sec = (float)(now.QuadPart - then.QuadPart) / freq.QuadPart;
if (slideDir == SlideFlag::Right)
{
if (this->x < 0)
{
this->x += 10 * delta_time_sec;
this->controller->Paint();
}
else
SlideEvent.stop();
}
else if (slideDir == SlideFlag::Left)
{
if (this->x > -90)
{
this->x -= 10 * delta_time_sec;
this->controller->Paint();
}
else
SlideEvent.stop();
}
else
SlideEvent.stop();
then = now;
}
}

If you want your rectangle to move at a steady speed no matter what, I suggest a different approach -- instead of relying on your code executing at a particular time and causing a side effect (like x += 10) each time, come up with a function that will tell you what the rectangle's location should be at any given time. That way, no matter when your Paint() method is called, it will always draw the rectangle at the location that corresponds to that time.
For example:
// Returns the current time, in microseconds-since-some-arbitrary-time-zero
unsigned long long GetCurrentTimeMicroseconds()
{
static unsigned long long _ticksPerSecond = 0;
if (_ticksPerSecond == 0) _ticksPerSecond = (QueryPerformanceFrequency(&tps)) ? tps.QuadPart : 0;
LARGE_INTEGER curTicks;
if ((_ticksPerSecond > 0)&&(QueryPerformanceCounter(&curTicks)))
{
return (curTicks.QuadPart*1000000)/_ticksPerSecond;
}
else
{
printf("GetCurrentTimeMicroseconds() failed, oh dear\n");
return 0;
}
}
[...]
// A particular location on the screen
int startPositionX = 0;
// A clock-value at which the rectangle was known to be at that location
unsigned long long timeStampAtStartPosition = GetCurrentTimeInMicroseconds();
// The rectangle's current velocity, in pixels-per-second
int speedInPixelsPerSecond = 10;
// Given any clock-value (in microseconds), returns the expected position of the rectangle at that time
int GetXAtTime(unsigned long long currentTimeInMicroseconds)
{
const long long timeSinceMicroseconds = currentTimeInMicroseconds-timeStampAtStartPosition;
return startPositionX + ((speedInPixelsPerSecond*timeSinceMicroseconds)/1000000);
}
void PaintScene()
{
const int rectX = GetXAtTime(GetCurrentTimeMicroseconds());
// code to paint the rectangle at position (rectX) goes here...
}
Given the above, your program can call PaintScene() as seldom or as often as it wants, and your rectangle's on-screen speed will not change (although the animation will look more or less smooth, depending on how often you call it).
Then if you want the rectangle to change its direction of motion, you can just do something like this:
const unsigned long long now = GetCurrentTimeInMicroseconds();
startPositionX = GetXAtTime(now);
speedInPixelsPerSecond = -speedInPixelsPerSecond; // reverse course!
The above example uses a simple y=mx+b-style equation that provides linear motion, but you can get many different types of motion, by using different parametric equations that take a time-value argument and return a corresponding position-value.

Related

Is my solution to fixed timestep with delta time and interpolation wrong?

I am trying to write simple loop with fixed delta time used for physics and interpolation before rendering the state. I am using Gaffer on games tutorial on fixed timesteps and I tried to understand it and make it work.
float timeStep = 0.01;
float alpha = 1.0;
while (isOpen()) {
processInput();
deltaTime = clock.restart(); // get elapsed time
if (deltaTime > 0.25) { deltaTime = 0.25; } // drop frame guard
accumulator += deltaTime;
while (accumulator >= timeStep) {
// spritePosBefore = sprite.getPosition();
accumulator -= timeStep;
// sprite.move(velocity * timeStep, 0);
// spritePosAfter = sprite.getPosition();
}
if (accumulator > timeStep) { alpha = accumulator / timeStep; } else { alpha = 1.0; }
// sprite.setPosition(Vector2f(spritePosBefore * (1 - alpha) + spritePosAfter * alpha));
clear();
draw(sprite);
display();
}
Now, everything looks good. I have fixed timestep for physics, draw whenever I can after physics are updated and interpolate between two positions. It should work flawless but I can still see sprite stuttering or even going back by one pixel once in a while. Why does it happen? Is there any problem with my code? I spent last two days trying to understand game loop which would ensure me flawless motions but it seems like it doesn't work as I thought it will. Any idea what could be improved?
You should remove the if statement and always calculate alpha; the if statement will never be executed as the condition is always false after the while loop is exited!
After the loop the accumulator will be between 0 and timeStep so you just end up drawing the latest position instead of interpolating.
I don't think the way you do it is necessarily wrong but it looks a bit overcomplicated. I don't understand exactly what you're trying to do so I'm just going to share the way I implement a "fixed time step" in my SFML applications.
The following is the simplest way and will be "good enough" for most applications. It's not the most precise though (the can be a little error between the measured time and the real time) :
sf::Clock clock;
sf::Event event;
while (window_.isOpen()) {
while (window_.pollEvent(event)) {}
if (clock.getElapsedTime().asSeconds() > FLT_FIXED_TIME_STEP) {
clock.restart();
update(FLT_FIXED_TIME_STEP);
}
render();
}
And if you really need precision, you can add a float variable that will act as a "buffer" :
sf::Clock clock;
sf::Event event;
float timeBeforeNextStep = 0.f; // "buffer"
float timeDilation = 1.f; // Useful if you want to slow or speed up time ( <1 for slowmo, >1 for speedup)
while (window_.isOpen()) {
while (window_.pollEvent(event)) {}
timeBeforeNextStep -= clock.restart().asSeconds() * timeDilation;
if (timeBeforeNextStep < FLT_FIXED_TIME_STEP) {
timeBeforeNextStep += FLT_FIXED_TIME_STEP; // '+=', not '=' to make sure we don't lose any time.
update(FLT_FIXED_TIME_STEP);
// Rendering every time you update is not always the best solution, especially if you have a very small time step.
render();
}
}
You might want to use another buffer for rendering (if you want to run at exactly 60 FPS for example).

c++ calculate FPS from hooking a function that is called each frame

Ok, so i am making this little 'program' and would like to be able to calculate FPS. I had an idea that if i hook a function that is called each frame i could possibly calculate the FPS?
Here's a complete fail, now that i look at it this code again i see how stupid i was to think this would work:
int FPS = 0;
void myHook()
{
if(FPS<60) FPS++;
else FPS = 0;
}
Obviously this is an idiotic attempt, though not sure why i even logically thought it might work in the first place...
But yeah, IS it possible to calculate FPS via hooking a function that is called each frame?
I sat down and was thinking of possible ways to do this but i just couldn't come up with anything. Any info or anything would be helpful, thanks for reading :)
This should do the trick:
int fps = 0;
int lastKnownFps = 0;
void myHook(){ //CALL THIS FUNCTION EVERY TIME A FRAME IS RENDERED
fps++;
}
void fpsUpdater(){ //CALL THIS FUNCTION EVERY SECOND
lastKnownFps = fps;
fps = 0;
}
int getFps(){ //CALL THIS FUNCTION TO GET FPS
return lastKnownFps;
}
You can call your hook function to do the fps calculation but before being able to do that you should:
Keep track of the frames by incrementing a counter each time a redraw is performed
Keep track of how much time has passed since last update (get the current time in your hook function)
Calculate the following
frames / time
Use a high resolution timer. Use a reasonable update rate (1/4 sec or the like).
You can find the time difference between succussive frames. The inverse of this time will give you frame rate. You need to implement a finction getTime_ms() which returns current time in ms.
unsigned int prevTime_ms = 0;
unsigned char firstFrame = 1;
int FPS = 0;
void myHook()
{
unsigned int timeDiff_ms = 0;
unsigned int currTime_ms = getTime_ms(); //Get the current time.
/* You need at least two frames to find the time difference. */
if(0 == firstFrame)
{
//Find the time difference with respect to previous time.
if(currTime_ms >= prevTime_ms)
{
timeDiff_ms = currTime_ms-prevTime_ms;
}
else
{
/* Clock wraparound. */
timeDiff_ms = ((unsigned int) -1) - prevTime_ms;
timeDiff_ms += (currTime_ms + 1);
}
//1 Frame:timeDiff_ms::FPS:1000ms. Find FPS.
if(0 < timeDiff_ms) //timeDiff_ms should never be zero. But additional check.
FPS = 1000/timeDiff_ms;
}
else
{
firstFrame = 0;
}
//Save current time for next calculation.
prevTime_ms = currTime_ms;
}

Realtime audio application, improving performance

I am currently writing a C++ real time audio application which roughly contains:
reading frames from a buffer
interpolating frames with the hermit interpolation here
filtering ever frame with two biquad filters (and updating their coefficients every frame)
a 3 band crossover containing 18 biquad calculations
a FreeVerb algorithm from the STK libary here
I think this should be handable for my PC but I get some buffer underflows every so often so I would like to improve the performance of my application. I have a bunch of question I hope you can answer me. :)
1) Operator Overloading
Instead of working directly with my flaot samples and doing calculations for every sample,
I pack my floats in a Frame class which contains the left and the right Sample. The class overloads some operators for addition, subtraction and multiplication with float.
The filters (biquad mostly) and the reverb works with floats and doesn't use this class but the hermite interpolator and every multiplication and addition for volume controll and mixing uses the class.
Does this has an impact on the performance and would it be better to work with left and right sample directly?
2) std::function
The callback function from the audio IO libary PortAudio calls a std::function. I use this to encapsulation everything related to PortAudio. So the "user" sets his own callback function with std::bind
std::bind( &AudioController::processAudio,
&(*this),
std::placeholders::_1,
std::placeholders::_2));
Since for every callback, the right function has to be found from the CPU (however this works...), does this have an impact and would it be better to define a class the user has to inherit from?
3) virtual functions
I use a class called AudioProcessor which declares a virtual function:
virtual void tick(Frame *buffer, int frameCout) = 0;
This function always processes a number of frames at once. Depending on the drive, 200 frames up to 1000 frames per call.
Within the signal processing path, I call this function 6 time from multiple derivated classes. I remember that this is done with lookup tables so the CPU knows exactly which function it has to call. So does the process of calling a "virtual" (derivated) function has an impact on the performance?
The nice thing about this is the structure in the source code but only using inlines maybe would have an performance improvement.
These are all questions for now. I have some more about Qt's event loop because I think that my GUI uses quite a bit of CPU time as well. But this is another topic I guess. :)
Thanks in advance!
These are all relevant function calls within the signal processing. Some of them are from the STK libary.
The biquad functions are from STK and should perform fine. This goes for the freeverb algorithm as well.
// ################################ AudioController Function ############################
void AudioController::processAudio(int frameCount, float *output) {
// CALCULATE LEFT TRACK
Frame * leftFrameBuffer = (Frame*) output;
if(leftLoaded) { // the left processor is loaded
leftProcessor->tick(leftFrameBuffer, frameCount); //(TrackProcessor::tick()
} else {
for(int i = 0; i < frameCount; i++) {
leftFrameBuffer[i].leftSample = 0.0f;
leftFrameBuffer[i].rightSample = 0.0f;
}
}
// CALCULATE RIGHT TRACk
if(rightLoaded) { // the right processor is loaded
// the rightFrameBuffer is allocated once and ensured to have enough space for frameCount Frames
rightProcessor->tick(rightFrameBuffer, frameCount); //(TrackProcessor::tick()
} else {
for(int i = 0; i < frameCount; i++) {
rightFrameBuffer[i].leftSample = 0.0f;
rightFrameBuffer[i].rightSample = 0.0f;
}
}
// MIX
for(int i = 0; i < frameCount; i++ ) {
leftFrameBuffer[i] = volume * (leftRightMix * leftFrameBuffer[i] + (1.0 - leftRightMix) * rightFrameBuffer[i]);
}
}
// ################################ AudioController Function ############################
void TrackProcessor::tick(Frame *frames, int frameNum) {
if(bufferLoaded && playback) {
for(int i = 0; i < frameNum; i++) {
// read from buffer
frames[i] = bufferPlayer->tick();
// filter coeffs
caltulateFilterCoeffs(lowCutoffFilter->tick(), highCutoffFilter->tick());
// filter
frames[i].leftSample = lpFilterL->tick(hpFilterL->tick(frames[i].leftSample));
frames[i].rightSample = lpFilterR->tick(hpFilterR->tick(frames[i].rightSample));
}
} else {
for(int i = 0; i < frameNum; i++) {
frames[i] = Frame(0,0);
}
}
// Effect 1, Equalizer
if(effsActive[0]) {
insEffProcessors[0]->tick(frames, frameNum);
}
// Effect 2, Reverb
if(effsActive[1]) {
insEffProcessors[1]->tick(frames, frameNum);
}
// Volume
for(int i = 0; i < frameNum; i++) {
frames[i].leftSample *= volume;
frames[i].rightSample *= volume;
}
}
// ################################ Equalizer ############################
void EqualizerProcessor::tick(Frame *frames, int frameNum) {
if(active) {
Frame lowCross;
Frame highCross;
for(int f = 0; f < frameNum; f++) {
lowAmp = lowAmpFilter->tick();
midAmp = midAmpFilter->tick();
highAmp = highAmpFilter->tick();
lowCross = highLPF->tick(frames[f]);
highCross = highHPF->tick(frames[f]);
frames[f] = lowAmp * lowLPF->tick(lowCross)
+ midAmp * lowHPF->tick(lowCross)
+ highAmp * lowAPF->tick(highCross);
}
}
}
// ################################ Reverb ############################
// This function just calls the stk::FreeVerb tick function for every frame
// The FreeVerb implementation can't realy be optimised so I will take it as it is.
void ReverbProcessor::tick(Frame *frames, int frameNum) {
if(active) {
for(int i = 0; i < frameNum; i++) {
frames[i].leftSample = reverb->tick(frames[i].leftSample, frames[i].rightSample);
frames[i].rightSample = reverb->lastOut(1);
}
}
}
// ################################ Buffer Playback (BufferPlayer) ############################
Frame BufferPlayer::tick() {
// adjust read position based on loop status
if(inLoop) {
while(readPos > loopEndPos) {
readPos = loopStartPos + (readPos - loopEndPos);
}
}
int x1 = readPos;
float t = readPos - x1;
Frame f = interpolate(buffer->frameAt(x1-1),
buffer->frameAt(x1),
buffer->frameAt(x1+1),
buffer->frameAt(x1+2),
t);
readPos += stepSize;;
return f;
}
// interpolation:
Frame BufferPlayer::interpolate(Frame x0, Frame x1, Frame x2, Frame x3, float t) {
Frame c0 = x1;
Frame c1 = 0.5f * (x2 - x0);
Frame c2 = x0 - (2.5f * x1) + (2.0f * x2) - (0.5f * x3);
Frame c3 = (0.5f * (x3 - x0)) + (1.5f * (x1 - x2));
return (((((c3 * t) + c2) * t) + c1) * t) + c0;
}
inline Frame BufferPlayer::frameAt(int pos) {
if(pos < 0) {
pos = 0;
} else if (pos >= frames) {
pos = frames -1;
}
// get chunk and relative Sample
int chunk = pos/ChunkSize;
int chunkSample = pos%ChunkSize;
return Frame(leftChunks[chunk][chunkSample], rightChunks[chunk][chunkSample]);
}
Some suggestions on performance improvement:
Optimize Data Cache Usage
Review your functions that operate on a lot of data (e.g. arrays). The functions should load data into cache, operate on the data, then store back into memory.
The data should be organized to best fit into the data cache. Break up the data into smaller blocks if it doesn't fit. Search the web for "data driven design" and "cache optimizations".
In one project, performing data smoothing, I changed the layout of data and gained 70% performance.
Use Multiple Threads
In the big picture, you may be able to use at least three dedicated threads: input, processing and output. The input thread obtains the data and stores it in buffer(s); search the Web for "double buffering". The second thread gets data from the input buffer, processes it, then writes to an output buffer. The third thread writes data from the output buffer to the file.
You may also benefit from using threads for left and right samples. For example, while one thread is processing the left sample, another thread could be processing the right sample. If you could put the threads on different cores, you may see even more performance benefit.
Use the GPU processing
A lot of modern Graphics Processing Units (GPU) have a lot of cores that can process floating point values. Maybe you could delegate some of the filtering or analysis functions to the cores in the GPU. Be aware that this requires overhead and to gain the benefit, the processing part should be more computative than the overhead.
Reducing the Branching
Processors prefer to manipulate data over branching. Branching stalls the execution as the processor has to figure out where to get and process the next instruction. Some have large instruction caches that can contain small loops; but there is still a penalty for branching to the top of the loop again. See "Loop Unrolling". Also check your compiler optimizations and optimize high for performance. Many compilers will switch to loop unrolling for you, if the circumstances are correct.
Reduce the Amount of Processing
Do you need to process the entire sample or portions of it? For example, in video processing, much of the frame doesn't change only small portions. So the entire frame doesn't need to be processed. Can the audio channels be isolated so only a few channels are processed rather than the entire spectrum?
Coding to Help the Compiler Optimize
You can help the compiler with optimizations by using the const modifier. The compiler may be able to use different algorithms for variables that don't change versus ones that do. For example, a const value can be placed in the executable code, but a non-const value must be placed in memory.
Using static and const can help too. The static usually implies only one instance. The const implies something that doesn't change. So if there is only one instance of the variable that doesn't change, the compiler can place it into the executable or read-only memory and perform a higher optimization of the code.
Loading multiple variables at the same time can help too. The processor can place the data into the cache. The compiler may be able to use specialized assembly instructions for fetching sequential data.

Start count from zero on each keypress

I have a program in which I am drawing images on the screen. The draw function here is called per frame inside in which I have all my drawing code.
I have written an image sequencer that return the respective image from an index of images.
void draw()
{
sequence.getFrameForTime(getCurrentElapsedTime()).draw(0,0); //get current time returns time in float and startson application start
}
On key press, I have start the sequences from the first image [0] and then go on further. So, everytime I press a key, it has to start from [0] unlike the above code where it basically uses the currentTime%numImages to get the frame (which is not the start 0 position of image).
I was thinking to write a timer of own that basically can be triggered everytime I press the key so that the time always starts from 0. But before doing that, I wanted to ask if anybody had better/easier implementation ideas for this?
EDIT
Why I didn't use just a counter?
I have framerate adjustments in my ImageSequence as well.
Image getFrameAtPercent(float rate)
{
float totalTime = sequence.size() / frameRate;
float percent = time / totalTime;
return setFrameAtPercent(percent);
}
int getFrameIndexAtPercent(float percent){
if (percent < 0.0 || percent > 1.0) percent -= floor(percent);
return MIN((int)(percent*sequence.size()), sequence.size()-1);
}
void draw()
{
sequence.getFrameForTime(counter++).draw(0,0);
}
void OnKeyPress(){ counter = 0; }
Is there a reason this wont suffice?
What you should do is increase a "currentFrame" as a float and convert it to an int to index your frame:
void draw()
{
currentFrame += deltaTime * framesPerSecond; // delta time being the time between the current frame and your last frame
if(currentFrame >= numImages)
currentFrame -= numImages;
sequence.getFrameAt((int)currentFrame).draw(0,0);
}
void OnKeyPress() { currentFrame = 0; }
This should gracefully handle machines with different framerates and even changes of framerates on a single machine.
Also, you won't be skipping part of a frame when you loop over as the remainder of the substraction is kept.

Simulated time in a game loop using c++

I am building a 3d game from scratch in C++ using OpenGL and SDL on linux as a hobby and to learn more about this area of programming.
Wondering about the best way to simulate time while the game is running. Obviously I have a loop that looks something like:
void main_loop()
{
while(!quit)
{
handle_events();
DrawScene();
...
SDL_Delay(time_left());
}
}
I am using the SDL_Delay and time_left() to maintain a framerate of about 33 fps.
I had thought that I just need a few global variables like
int current_hour = 0;
int current_min = 0;
int num_days = 0;
Uint32 prev_ticks = 0;
Then a function like :
void handle_time()
{
Uint32 current_ticks;
Uint32 dticks;
current_ticks = SDL_GetTicks();
dticks = current_ticks - prev_ticks; // get difference since last time
// if difference is greater than 30000 (half minute) increment game mins
if(dticks >= 30000) {
prev_ticks = current_ticks;
current_mins++;
if(current_mins >= 60) {
current_mins = 0;
current_hour++;
}
if(current_hour > 23) {
current_hour = 0;
num_days++;
}
}
}
and then call the handle_time() function in the main loop.
It compiles and runs (using printf to write the time to the console at the moment) but I am wondering if this is the best way to do it. Is there easier ways or more efficient ways?
I've mentioned this before in other game related threads. As always, follow the suggestions by Glenn Fiedler in his Game Physics series
What you want to do is to use a constant timestep which you get by accumulating time deltas. If you want 33 updates per second, then your constant timestep should be 1/33. You could also call this the update frequency. You should also decouple the game logic from the rendering as they don't belong together. You want to be able to use a low update frequency while rendering as fast as the machine allows. Here is some sample code:
running = true;
unsigned int t_accum=0,lt=0,ct=0;
while(running){
while(SDL_PollEvent(&event)){
switch(event.type){
...
}
}
ct = SDL_GetTicks();
t_accum += ct - lt;
lt = ct;
while(t_accum >= timestep){
t += timestep; /* this is our actual time, in milliseconds. */
t_accum -= timestep;
for(std::vector<Entity>::iterator en = entities.begin(); en != entities.end(); ++en){
integrate(en, (float)t * 0.001f, timestep);
}
}
/* This should really be in a separate thread, synchronized with a mutex */
std::vector<Entity> tmpEntities(entities.size());
for(int i=0; i<entities.size(); ++i){
float alpha = (float)t_accum / (float)timestep;
tmpEntities[i] = interpolateState(entities[i].lastState, alpha, entities[i].currentState, 1.0f - alpha);
}
Render(tmpEntities);
}
This handles undersampling as well as oversampling. If you use integer arithmetic like done here, your game physics should be close to 100% deterministic, no matter how slow or fast the machine is. This is the advantage of increasing the time in fixed time intervals. The state used for rendering is calculated by interpolating between the previous and current states, where the leftover value inside the time accumulator is used as the interpolation factor. This ensures that the rendering is is smooth, no matter how large the timestep is.
Other than the issues already pointed out (you should use a structure for the times and pass it to handle_time() and your minute will get incremented every half minute) your solution is fine for keeping track of time running in the game.
However, for most game events that need to happen every so often you should probably base them off of the main game loop instead of an actual time so they will happen in the same proportions with a different fps.
One of Glenn's posts you will really want to read is Fix Your Timestep!. After looking up this link I noticed that Mads directed you to the same general place in his answer.
I am not a Linux developer, but you might want to have a look at using Timers instead of polling for the ticks.
http://linux.die.net/man/2/timer_create
EDIT:
SDL Seem to support Timers: SDL_SetTimer