Displaying frame rates in C language involves the following steps: Initialize variables and clocks. Render one frame. Calculate frame time. Calculate the frame rate. Show frame rate.
How to display frame rate in C
Displaying frame rates is a useful feature in gaming or graphics applications that can help developers understand the performance of their applications. In C, the frame rate can be displayed by the following steps:
1. Initialize variables and clocks
- Declare the variable
fps
to store the frame rate. - Declare the variable
seconds
to store the elapsed time since the previous frame. - Initialize the clock library (such as SDL or GLFW).
2. Render one frame
- Render a frame of the application.
3. Calculate frame time
- Gets the current time (e.g.
SDL_GetTicks()
orglfwGetTime()
). - Calculate the elapsed time since the previous frame (
seconds = current_time - previous_time
). - Update
previous_time
tocurrent_time
.
4. Calculate the frame rate
- Calculate the frame rate (
fps = 1.0 / seconds
).
5. Display frame rate
- Show frame rates on the screen (for example, using SDL_RenderDrawString() or GLFW_DrawText()).
Sample Code (SDL):
<code class="c">#include <sdl2> int main(int argc, char* argv[]) { // 初始化SDL SDL_Init(SDL_INIT_EVERYTHING); // 设置窗口SDL_Window* window = SDL_CreateWindow("帧率显示", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_SHOWN); SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE); // 初始化变量float fps = 0.0f; float seconds = 0.0f; Uint32 previous_time = SDL_GetTicks(); // 运行游戏循环while (running) { // 渲染一帧SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_RenderClear(renderer); // ... 其他渲染代码... SDL_RenderPresent(renderer); // 计算帧时间Uint32 current_time = SDL_GetTicks(); seconds = (float)(current_time - previous_time) / 1000.0f; previous_time = current_time; // 计算帧率fps = 1.0f / seconds; // 显示帧率char fps_text[16]; sprintf(fps_text, "FPS: %.2f", fps); SDL_Color text_color = {255, 255, 255, 255}; SDL_Surface* text_surface = TTF_RenderText_Solid(font, fps_text, text_color); SDL_Texture* text_texture = SDL_CreateTextureFromSurface(renderer, text_surface); SDL_FreeSurface(text_surface); SDL_Rect text_rect = {0, 0, text_surface->w, text_surface->h}; SDL_RenderCopy(renderer, text_texture, NULL, &text_rect); // 处理事件SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { running = false; } } } // 销毁SDL SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); return 0; }</sdl2></code>
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