feat(game): 添加基础游戏引擎和渲染模块
- 新增游戏引擎核心模块,包括初始化和运行逻辑 - 实现基本的渲染功能,支持控制台输出 - 添加物理引擎基础,包括碰撞检测 - 集成日志系统,用于调试和信息输出 - 创建窗口和输入管理模块
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53
game_engine/timer/ge_fps.c
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53
game_engine/timer/ge_fps.c
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// ge_fps.c
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#include "ge_fps.h"
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// 初始化FPS控制器
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void ge_fps_init(ge_fps_controller_t* fps_ctrl, ge_u32_t target_fps,
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ge_fps_get_ms_func_t get_ms, ge_fps_sleep_ms_func_t sleep_ms) {
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fps_ctrl->target_fps = target_fps;
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fps_ctrl->frame_duration = 1000 / target_fps;
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fps_ctrl->last_frame_time = get_ms();
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fps_ctrl->frame_time = 0;
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fps_ctrl->sleep_time = 0;
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fps_ctrl->frame_count = 0;
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fps_ctrl->fps = 0;
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fps_ctrl->last_fps_time = fps_ctrl->last_frame_time;
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fps_ctrl->call_get_ms = get_ms;
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fps_ctrl->call_sleep_ms = sleep_ms;
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}
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// 帧开始
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void ge_fps_begin_frame(ge_fps_controller_t* fps_ctrl) {
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fps_ctrl->last_frame_time = fps_ctrl->call_get_ms();
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}
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// 帧结束
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void ge_fps_end_frame(ge_fps_controller_t* fps_ctrl) {
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// 计算当前帧耗时
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ge_u32_t current_time = fps_ctrl->call_get_ms();
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fps_ctrl->frame_time = current_time - fps_ctrl->last_frame_time;
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// 计算需要休眠的时间
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if (fps_ctrl->frame_time < fps_ctrl->frame_duration) {
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fps_ctrl->sleep_time = fps_ctrl->frame_duration - fps_ctrl->frame_time;
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// 高精度休眠
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fps_ctrl->call_sleep_ms(fps_ctrl->sleep_time);
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// 更新实际休眠后时间
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current_time = fps_ctrl->call_get_ms();
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fps_ctrl->sleep_time = current_time - fps_ctrl->last_frame_time - fps_ctrl->frame_time;
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} else {
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fps_ctrl->sleep_time = 0;
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}
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// 更新FPS计数
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fps_ctrl->frame_count++;
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// 每秒计算一次实际FPS
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if (current_time - fps_ctrl->last_fps_time >= 1000) {
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fps_ctrl->fps = fps_ctrl->frame_count;
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fps_ctrl->frame_count = 0;
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fps_ctrl->last_fps_time = current_time;
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}
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}
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