X-Git-Url: http://gitweb.pgornicz.com/gitweb.cgi?a=blobdiff_plain;f=src%2Fmain.cpp;h=0efd7485d9486ad58dd76ff10f2143eb08dafff3;hb=c46074c1fc66612c5ea0bfa1f4441491e296703d;hp=8c3134bd177fb8efaf72051b155c69ab91b49bf5;hpb=292b13c02ddb4325c5adec3cfa24e8a5d14868b5;p=physics.git diff --git a/src/main.cpp b/src/main.cpp index 8c3134b..0efd748 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -31,20 +31,29 @@ /// ***** Private Method Headers ***** -void init(); +void mainInit(); +void mainClean(); + +void updatesInit(); +void updatesClean(); + +void drawInit(); +void drawClean(); void sighandler( int sig ); void run(); void clean(); -void blockUpdate(); void updateFPSCounters(); void handleInput(); void update(float); void draw(); +int startUpdateThread(void*); +int startDrawThread(void*); + /// ***** Private Variables ***** // variable used to determine if it is time to shutdown @@ -52,9 +61,7 @@ bool is_Running; /* Values for the main game loop * target_UPS := the amount of updates that is wanted in one second - * last_Update := stores the time of the last update - * update_Sum := used to determine the updates needs for this run - + * * ups := updates per second for the last second * fps := frames per second for the last second * update_Count := counts this seconds updates @@ -62,128 +69,103 @@ bool is_Running; * last_Second := stores the time of the last second, used for ups and fps */ int target_UPS = 100; -long int last_Block_Update; -float update_Sum = 0; +float update_Wait = 0; int ups, fps; int update_Count, draw_Count; -long int last_Second; +MICRO last_Second; +const int min_wait_milli = 20; +const int min_wait_micro = min_wait_milli * 1000; +const float game_step = 10; -float target_time_steps_per_second = 1000; -float times; -float time_steps_Count; - - -// experiment with rolling averages -float rUpdate = 100; -float rDraw = 100; -float rInput = 100; -float rRun = 100; - -float num = 10; - +bool updateInitialized = false; +bool drawInitialized = false; /// ***** MAIN Method ***** -int main() +int main(int argc, char** args) { - init(); + mainInit(); run(); - clean(); + mainClean(); return 0; } /// ***** Initializers/Cleaners ***** -void init() +void mainInit() { installSignal(); - graphics::init(); + debug::init(); +} + +void mainClean() +{ + debug::clean(); +} + +void updatesInit() +{ + while(!drawInitialized) + SDL_Delay(100); game::init(); + DPF(0, "Game initialized"); input::init(); + DPF(0, "Input initialized"); cfg::init(); + DPF(0, "Configs initialized"); + + DPF(0, "Initialization Complete"); -#ifdef DEBUGGING - cout << "Initialization Complete" << endl; -#endif + updateInitialized = true; } -void clean() +void updatesClean() { -#ifdef DEBUGGING - cout << "Cleaning up" << endl; -#endif + DPF(0, "Update Thread Cleaning"); cfg::clean(); input::clean(); game::clean(); - - graphics::clean(); } -/// ***** Private Methods ***** - -float total = 0; - -void run() +void drawInit() { - is_Running = true; - last_Block_Update = tickCountMicro(); - last_Second = tickCountMicro(); - - while(is_Running) - { - long int time; - - time = tickCountMicro(); - blockUpdate(); - updateFPSCounters(); - draw(); - time = tickCountMicro() - time; + graphics::init(); + DPF(0, "Graphics initialized"); - rRun = (rRun * (num-1) + time) / num; + drawInitialized = true; - //cout << "total:\t" << total << endl; - //cout << "rR:\t" << rRun << endl; - //total = 0; - } + while(!updateInitialized) + SDL_Delay(100); } -void blockUpdate() +void drawClean() { - long int start = tickCountMicro(); + DPF(0, "Draw Thread Cleaning"); - //cout << "Block" << endl; + graphics::clean(); +} - // Calculate the updates that should be run for the next draw - update_Sum += (start - last_Block_Update) / (1000000 / (float)target_UPS); +/// ***** Private Methods ***** +SDL_Thread* updatesThread = NULL; +SDL_Thread* drawThread = NULL; - // insures the float to int cast is done once. - int iupdate_sum = (int)update_Sum; +void run() +{ + is_Running = true; - // TODO the main run loop needs to be tested and pruned - if (iupdate_sum > 0) - { - // Calculate a time step that spreads the updates out as much as possible - // used because really quick updates are nearly wasted - float time_step = ((float)(start - last_Block_Update)) / iupdate_sum / 1000; + updatesThread = SDL_CreateThread(startUpdateThread, NULL); + drawThread = SDL_CreateThread(startDrawThread, NULL); - // run the updates - for (int i = 1; i <= iupdate_sum; i++) - { - handleInput(); - update(time_step); - } - // remove the updates that where run from the sum - update_Sum -= iupdate_sum; - last_Block_Update = tickCountMicro(); - } + SDL_WaitThread(updatesThread, NULL); + SDL_WaitThread(drawThread, NULL); } void updateFPSCounters() @@ -193,77 +175,93 @@ void updateFPSCounters() { ups = update_Count; fps = draw_Count; - times = time_steps_Count; - update_Count = 0; - draw_Count = 0; - time_steps_Count = 0; + + // NOT thread safe, but they're estimates anyways + update_Count -= ups; + draw_Count -= fps; last_Second = tickCountMicro(); -#ifdef FPSUPS - cout << "ups:\t" << ups << endl; - cout << "fps:\t" << fps << endl; - cout << "times:\t" << times << endl; -#endif + if(cfg::showFPS()) + { + cout << "fps:\t" << fps << endl; + } + if(cfg::showUPS()) + { + cout << "ups:\t" << ups << endl; + } } } void handleInput() { - long int time; - - time = tickCountMicro(); - input::update(); + input::update(); - game::handleInput(); + game::handleInput(); - if(cfg::endGame()) - is_Running = false; - time = tickCountMicro() - time; - - rInput = (rInput*(num-1) + time) /num; - - total += rInput; + if(cfg::endGame()) + is_Running = false; } void update(float time_step) { - long int time; - + game::update(time_step); update_Count++; - time_steps_Count += time_step; +} + +void draw() +{ + game::draw(); - time = tickCountMicro(); - game::update(time_step); - time = tickCountMicro() - time; + SDL_PumpEvents(); // has to be on the Draw thread for the Windows API - rUpdate = (rUpdate * (num-1) + time) / num; + SDL_GL_SwapBuffers(); - //cout << "ts:\t" << time_step << endl; - //cout << "ru:\t" << rUpdate << endl; + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - total += rUpdate; + draw_Count++; } -void draw() +int startUpdateThread(void*) { - long int time; + updatesInit(); - draw_Count++; + last_Second = tickCountMicro(); - time = tickCountMicro(); - game::draw(); + while(is_Running) + { + MICRO time = tickCountMicro(); + handleInput(); + update(game_step); - SDL_GL_SwapBuffers(); + updateFPSCounters(); + time = tickCountMicro() - time; - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + float wait = (1000000.0 / target_UPS - time); + update_Wait += 0 < wait ? wait : 0; -// SDL_Delay(20); - time = tickCountMicro() - time; + while(min_wait_micro < update_Wait) + { + update_Wait -= min_wait_micro; + SDL_Delay(min_wait_milli); + } + } - rDraw = (rDraw*(num-1) + time) /num; + updatesClean(); - //cout << "rd:\t" << rDraw << endl; + return 0; +} + +int startDrawThread(void*) +{ + drawInit(); - total += rDraw; + while(is_Running) + { + draw(); + } + + drawClean(); + + return 0; }