C++ 代码实现高性能异构虚拟现实系统

输入处理模块

处理用户输入(如键盘、鼠标、VR控制器)

#include <SDL2/SDL.h>

void handleInput(bool& running) {
    SDL_Event event;
    while (SDL_PollEvent(&event)) {
        if (event.type == SDL_QUIT) {
            running = false;
        }
        if (event.type == SDL_KEYDOWN) {
            switch (event.key.keysym.sym) {
                case SDLK_ESCAPE:
                    running = false;
                    break;
                // 处理其他按键输入
            }
        }
        // 处理鼠标和VR控制器输入
    }
}

逻辑控制模块

处理游戏逻辑、物理计算等

#include <btBulletDynamicsCommon.h>

btDiscreteDynamicsWorld* initPhysics() {
    // 初始化Bullet物理引擎
    btBroadphaseInterface* broadphase = new btDbvtBroadphase();
    btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
    btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
    btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
    btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
    dynamicsWorld->setGravity(btVector3(0, -9.81, 0));
    return dynamicsWorld;
}

void updatePhysics(btDiscreteDynamicsWorld* dynamicsWorld, float deltaTime) {
    dynamicsWorld->stepSimulation(deltaTime);
}

渲染模块

负责3D图形渲染,利用GPU加速

#include <GL/glew.h>
#include <cuda_runtime.h>
#include <cuda_gl_interop.h>

GLuint createShaderProgram() {
    // 创建和编译着色器程序
}

void initGL() {
    glewInit();
    glEnable(GL_DEPTH_TEST);
    // 初始化其他OpenGL状态
}

__global__ void renderKernel(float3* d_vertices, int numVertices) {
    // CUDA内核,处理顶点数据
}

void renderScene(GLuint shaderProgram, GLuint vao, int numVertices) {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glUseProgram(shaderProgram);
    glBindVertexArray(vao);
    glDrawArrays(GL_TRIANGLES, 0, numVertices);
    glBindVertexArray(0);
    glUseProgram(0);
}

音频处理模块

处理3D音效和背景音乐

#include <AL/al.h>
#include <AL/alc.h>

void initAudio() {
    ALCdevice* device = alcOpenDevice(NULL);
    ALCcontext* context = alcCreateContext(device, NULL);
    alcMakeContextCurrent(context);
}

void playAudio(ALuint buffer) {
    ALuint source;
    alGenSources(1, &source);
    alSourcei(source, AL_BUFFER, buffer);
    alSourcePlay(source);
}

网络通信模块

处理网络数据,支持多人交互

#include <boost/asio.hpp>

using boost::asio::ip::udp;

void startServer(boost::asio::io_service& io_service, short port) {
    udp::socket socket(io_service, udp::endpoint(udp::v4(), port));
    char data[1024];
    udp::endpoint sender_endpoint;
    socket.receive_from(boost::asio::buffer(data, 1024), sender_endpoint);
    // 处理收到的数据
}

void sendData(boost::asio::io_service& io_service, const std::string& host, const std::string& port, const std::string& message) {
    udp::resolver resolver(io_service);
    udp::resolver::query query(udp::v4(), host, port);
    udp::resolver::iterator iterator = resolver.resolve(query);

    udp::socket socket(io_service);
    socket.open(udp::v4());
    socket.send_to(boost::asio::buffer(message), *iterator);
}

主程序

#include <iostream>
#include <SDL2/SDL.h>
#include <GL/glew.h>
#include <boost/asio.hpp>
#include <btBulletDynamicsCommon.h>
#include <AL/al.h>
#include <AL/alc.h>
#include <cuda_runtime.h>
#include <cuda_gl_interop.h>

// 其他模块的头文件...

int main(int argc, char* argv[]) {
    SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER);
    SDL_Window* window = SDL_CreateWindow("Heterogeneous VR System", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_OPENGL);
    SDL_GL_CreateContext(window);

    initGL();
    initAudio();
    btDiscreteDynamicsWorld* dynamicsWorld = initPhysics();
    boost::asio::io_service io_service;

    GLuint shaderProgram = createShaderProgram();
    GLuint vao; // 初始化VAO和VBO
    int numVertices = 0; // 顶点数量

    bool running = true;
    while (running) {
        handleInput(running);
        updatePhysics(dynamicsWorld, 1.0f / 60.0f);
        renderScene(shaderProgram, vao, numVertices);
        SDL_GL_SwapWindow(window);
    }

    // 清理资源
    SDL_DestroyWindow(window);
    SDL_Quit();

    return 0;
}

这个示例展示了如何使用不同的库(SDL、OpenGL、CUDA、OpenAL、Boost.Asio、Bullet Physics)来实现一个高性能异构虚拟现实系统的基本结构。每个模块负责特定的功能,可以根据需要进行扩展和优化。

Python 代码实现高性能异构虚拟现实系统

输入处理模块

处理用户输入(如键盘、鼠标、VR控制器)

import pygame

def handle_input():
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                running = False
            # 处理其他按键输入
        # 处理鼠标和VR控制器输入

逻辑控制模块

处理游戏逻辑、物理计算等

import pybullet as p

def init_physics():
    physicsClient = p.connect(p.DIRECT)  # or p.GUI for visualization
    p.setGravity(0, 0, -9.81)
    return physicsClient

def update_physics(physicsClient):
    p.stepSimulation()

渲染模块

负责3D图形渲染,利用GPU加速

def render_scene():
    # 渲染场景
    pygame.display.flip()

音频处理模块

处理3D音效和背景音乐

def play_audio():
    # 播放音频
    pass

网络通信模块

处理网络数据,支持多人交互

import socket

def start_server(port):
    server_socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
    server_socket.bind(('', port))
    data, addr = server_socket.recvfrom(1024)
    # 处理收到的数据

def send_data(host, port, message):
    client_socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
    client_socket.sendto(message.encode(), (host, port))

主程序

import pygame
import pybullet as p
import socket

def main():
    pygame.init()
    screen = pygame.display.set_mode((800, 600))
    pygame.display.set_caption("Heterogeneous VR System")

    running = True
    physics_client = init_physics()

    while running:
        handle_input()
        update_physics(physics_client)
        render_scene()

    pygame.quit()

if __name__ == "__main__":
    main()

这个示例展示了如何使用Python及其相关库来实现一个简单的高性能异构虚拟现实系统。虽然Python在性能上可能不如C++,但对于快速原型设计和简单应用程序来说,它是一种非常方便的选择。