X-Git-Url: http://gitweb.pgornicz.com/gitweb.cgi?a=blobdiff_plain;f=src%2Fmain.cpp;h=130982453976105d220b09aa89178bdfb883749f;hb=8baa4b2f0b559c9c48fba41b8dc4a4d5f92f728b;hp=84964d29f5456eae905649930f4e1e6cbbd3029f;hpb=5f3520c8fedd8c36c8fd2db3abc597b4d9e44b5c;p=physics.git diff --git a/src/main.cpp b/src/main.cpp index 84964d2..1309824 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -38,7 +38,6 @@ void sighandler( int sig ); void run(); void clean(); -void blockUpdate(); void updateFPSCounters(); void handleInput(); @@ -52,9 +51,7 @@ 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 @@ -62,28 +59,18 @@ 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=100, fps=100; +int ups, fps; int update_Count, draw_Count; -long int last_Second; - - -float target_time_steps_per_second = 1000; -float times; -float time_steps_Count; +MICRO last_Second; +const int min_wait_milli = 20; +const int min_wait_micro = min_wait_milli * 1000; +const float game_step = 10; -// experiment with rolling averages -float rUpdate = 100; -float rDraw = 100; -float rInput = 100; -float rRun = 100; - -float num = 10; - -float total = 0; +int startUpdateThread(void*); +int startDrawThread(void*); /// ***** MAIN Method ***** int main(int argc, char** args) @@ -117,9 +104,7 @@ void init() void clean() { -#ifdef DEBUGGING - cout << "Cleaning up" << endl; -#endif + DPF(0, "Cleaning up"); cfg::clean(); @@ -135,62 +120,13 @@ void clean() void run() { is_Running = true; - last_Block_Update = tickCountMicro(); - last_Second = tickCountMicro(); - while(is_Running) - { - long int time; + SDL_Thread* updates = SDL_CreateThread(startUpdateThread, NULL); - time = tickCountMicro(); - blockUpdate(); - updateFPSCounters(); - draw(); - time = tickCountMicro() - time; + // for some reason this needs to be on the main thread ...? + startDrawThread(NULL); - rRun = (rRun * (num-1) + time) / num; - - //cout << "total:\t" << total << endl; - //cout << "rR:\t" << rRun << endl; - //total = 0; - } -} - -void blockUpdate() -{ - long int start = tickCountMicro(); - long int diff = start - last_Block_Update; - - //cout << "Block" << endl; - - // Calculate the updates that should be run for the next draw - update_Sum += (float)(diff * target_UPS) / 1000000; - - // insures the float to int cast is done once. - int iupdate_sum = (int)update_Sum; - - // 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)diff) / iupdate_sum / 1000; - //float time_step = 1000 / (100000 / rUpdate) / iupdate_sum; - //float time_step = 1000 / ups / iupdate_sum; - float time_step = 10; - - // run the updates - for (int i = 0; i < iupdate_sum; i++) - { - handleInput(); - update(time_step); - } - - // remove the updates that were run from the sum - update_Sum -= iupdate_sum; - last_Block_Update = tickCountMicro(); - } + SDL_WaitThread(updates, NULL); } void updateFPSCounters() @@ -200,77 +136,79 @@ 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 } } void handleInput() { - long int time; - - time = tickCountMicro(); - input::update(); - - game::handleInput(); - - if(cfg::endGame()) - is_Running = false; - time = tickCountMicro() - time; + input::update(); - rInput = (rInput*(num-1) + time) /num; + game::handleInput(); - 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; +} - time = tickCountMicro(); - game::update(time_step); - time = tickCountMicro() - time; +void draw() +{ + game::draw(); - 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; - - 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(10); - 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; + return 0; +} - //cout << "rd:\t" << rDraw << endl; +int startDrawThread(void*) +{ + while(is_Running) + { + draw(); + } - total += rDraw; + return 0; }