使用 SDL2 和 OpenGL 没有 instantaneous/jerky 移动

Non instantaneous/jerky movement using SDL2 & OpenGL

我一直在研究一个小型 3D 引擎,试图修复相机并使其不那么抖动。我一直在使用 SDL 进行输入,当它工作时,它正在做这件事,如果我按住一个按钮,它会立即移动一次,然后暂停,然后开始正确移动,使移动感觉反应迟钝。

我录制了它的 GIF,虽然可能有点难以看出发生了什么,但愿它能提供一些想法:


向前然后向右移动就像:

w wwwwwwwwwwwwwwwwaaaaaaaaaaaaaaaaaaaaa

这里有重要的代码,但如有必要,请随时索取更多代码:

//Poll events
    SDL_Event event;
    while (m_EngineState != EngineState::EXIT)
    {
        m_last = m_current;
        m_current = SDL_GetPerformanceCounter();
        deltaTime = (double)((m_current - m_last) * 1000 / SDL_GetPerformanceFrequency());

        while (SDL_PollEvent(&event))
        {
            switch (event.type) {
            case SDL_QUIT:
                m_EngineState = EngineState::EXIT;
                break;

            case SDL_MOUSEMOTION:
                break;

            case SDL_KEYDOWN:
                m_Keys[event.key.keysym.sym] = true;
                break;
            case SDL_KEYUP:
                m_Keys[event.key.keysym.sym] = false;
                break;
            }
            ProcessEvents();
        }

void Engine::ProcessEvents()
{
    if (m_Keys[SDLK_w])
    {
        m_Camera->MoveForward(5.0f*(deltaTime*0.001));
    }
    if (m_Keys[SDLK_s])
    {
        m_Camera->MoveForward(-5.0f*(deltaTime*0.001));
    }
    if (m_Keys[SDLK_d])
    {
        m_Camera->MoveRight(5.0f*(deltaTime*0.001));
    }
    if (m_Keys[SDLK_a])
    {
        m_Camera->MoveRight(-5.0f*(deltaTime*0.001));
    }
}

void Camera::MoveForward(float amount)
{  
    m_pos += m_forward * amount;
}

void Camera::MoveRight(float amount)
{
    m_pos += glm::cross(m_forward, m_up) * amount;
}

不要将 SDL_PollEventSDL_KEYDOWNSDL_KEYUP 事件一起使用,它受限于 OS 键盘重复率。这非常适合打字,但不适合 camera/player 控件。请改用 SDL_GetKeyboardState(NULL) 来查询键的当前状态。

例如:

Uint8* keystate = SDL_GetKeyboardState(NULL);

if (keystate[SDL_SCANCODE_W])
{
  m_Camera->MoveForward(5.0f*(deltaTime*0.001));
}

if (keystate[SDL_SCANCODE_S])
{
  m_Camera->MoveForward(-5.0f*(deltaTime*0.001));
}