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[physics.git] / src / main.cpp
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1/*
2 * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
3 *
4 * This program is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 3 of the License, or
7 * (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 */
17
18#include <GL/gl.h>
19#include <GL/glu.h>
20#include <SDL/SDL.h>
21
22#include "debug.h"
23#include "handleSignal.h"
24
25#include "game.h"
26#include "ticks.h"
27
28#include "graphics/graphics.h"
29#include "input/inputManager.h"
30#include "config/config.h"
31
32/// ***** Private Method Headers *****
33
34void init();
35
36void sighandler( int sig );
37
38void run();
39void clean();
40
41void blockUpdate();
42void updateFPSCounters();
43
44void handleInput();
45void update(float);
46void draw();
47
48/// ***** Private Variables *****
49
50// variable used to determine if it is time to shutdown
51bool is_Running;
52
53/* Values for the main game loop
54 * target_UPS := the amount of updates that is wanted in one second
55 * last_Update := stores the time of the last update
56 * update_Sum := used to determine the updates needs for this run
57
58 * ups := updates per second for the last second
59 * fps := frames per second for the last second
60 * update_Count := counts this seconds updates
61 * draw_Count := counts this seconds draws
62 * last_Second := stores the time of the last second, used for ups and fps
63 */
64int target_UPS = 100;
65long int last_Block_Update;
66float update_Sum = 0;
67
68int ups=100, fps=100;
69int update_Count, draw_Count;
70long int last_Second;
71
72
73float target_time_steps_per_second = 1000;
74float times;
75float time_steps_Count;
76
77
78// experiment with rolling averages
79float rUpdate = 100;
80float rDraw = 100;
81float rInput = 100;
82float rRun = 100;
83
84float num = 10;
85
86float total = 0;
87
88/// ***** MAIN Method *****
89int main(int argc, char** args)
90{
91 init();
92 run();
93 clean();
94 return 0;
95}
96
97/// ***** Initializers/Cleaners *****
98
99void init()
100{
101 installSignal();
102
103 graphics::init();
104
105#ifdef DEBUGGING
106 cout << "Graphics initialized" << endl;
107 cout << "Graphics initialized2" << endl;
108#endif
109
110 game::init();
111
112#ifdef DEBUGGING
113 cout << "Game initialized" << endl;
114#endif
115
116 input::init();
117
118#ifdef DEBUGGING
119 cout << "Input initialized" << endl;
120#endif
121
122 cfg::init();
123
124#ifdef DEBUGGING
125 cout << "Configs initialized" << endl;
126#endif
127
128#ifdef DEBUGGING
129 cout << "Initialization Complete" << endl;
130#endif
131}
132
133void clean()
134{
135#ifdef DEBUGGING
136 cout << "Cleaning up" << endl;
137#endif
138
139 cfg::clean();
140
141 input::clean();
142
143 game::clean();
144
145 graphics::clean();
146}
147
148/// ***** Private Methods *****
149
150void run()
151{
152 is_Running = true;
153 last_Block_Update = tickCountMicro();
154 last_Second = tickCountMicro();
155
156 while(is_Running)
157 {
158 long int time;
159
160 time = tickCountMicro();
161 blockUpdate();
162 updateFPSCounters();
163 draw();
164 time = tickCountMicro() - time;
165
166 rRun = (rRun * (num-1) + time) / num;
167
168 //cout << "total:\t" << total << endl;
169 //cout << "rR:\t" << rRun << endl;
170 //total = 0;
171 }
172}
173
174void blockUpdate()
175{
176 long int start = tickCountMicro();
177 long int diff = start - last_Block_Update;
178
179 //cout << "Block" << endl;
180
181 // Calculate the updates that should be run for the next draw
182 update_Sum += (float)(diff * target_UPS) / 1000000;
183
184 // insures the float to int cast is done once.
185 int iupdate_sum = (int)update_Sum;
186
187 // TODO the main run loop needs to be tested and pruned
188 if (iupdate_sum > 0)
189 {
190 // Calculate a time step that spreads the updates out as much as
191 // possible used because really quick updates are nearly wasted
192
193 //float time_step = ((float)diff) / iupdate_sum / 1000;
194 //float time_step = 1000 / (100000 / rUpdate) / iupdate_sum;
195 //float time_step = 1000 / ups / iupdate_sum;
196 float time_step = 10;
197
198 // run the updates
199 for (int i = 0; i < iupdate_sum; i++)
200 {
201 handleInput();
202 update(time_step);
203 }
204
205 // remove the updates that were run from the sum
206 update_Sum -= iupdate_sum;
207 last_Block_Update = tickCountMicro();
208 }
209}
210
211void updateFPSCounters()
212{
213 // Check if a second has passed to recalculate UPS and FPS
214 if (tickCountMicro() - last_Second >= 1000000)
215 {
216 ups = update_Count;
217 fps = draw_Count;
218 times = time_steps_Count;
219 update_Count = 0;
220 draw_Count = 0;
221 time_steps_Count = 0;
222
223 last_Second = tickCountMicro();
224
225#ifdef FPSUPS
226 cout << "ups:\t" << ups << endl;
227 cout << "fps:\t" << fps << endl;
228 cout << "times:\t" << times << endl;
229#endif
230 }
231}
232
233void handleInput()
234{
235 long int time;
236
237 time = tickCountMicro();
238 input::update();
239
240 game::handleInput();
241
242 if(cfg::endGame())
243 is_Running = false;
244 time = tickCountMicro() - time;
245
246 rInput = (rInput*(num-1) + time) /num;
247
248 total += rInput;
249}
250
251void update(float time_step)
252{
253 long int time;
254
255 update_Count++;
256 time_steps_Count += time_step;
257
258 time = tickCountMicro();
259 game::update(time_step);
260 time = tickCountMicro() - time;
261
262 rUpdate = (rUpdate * (num-1) + time) / num;
263
264 //cout << "ts:\t" << time_step << endl;
265 //cout << "ru:\t" << rUpdate << endl;
266
267 total += rUpdate;
268}
269
270void draw()
271{
272 long int time;
273
274 draw_Count++;
275
276 time = tickCountMicro();
277 game::draw();
278
279 SDL_GL_SwapBuffers();
280
281 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
282
283 //SDL_Delay(10);
284 time = tickCountMicro() - time;
285
286 rDraw = (rDraw*(num-1) + time) /num;
287
288 //cout << "rd:\t" << rDraw << endl;
289
290 total += rDraw;
291}