X-Git-Url: http://gitweb.pgornicz.com/gitweb.cgi?a=blobdiff_plain;f=src%2Fmain.cpp;h=c9e8808e0a24b9060609dacf9a218c2f49cac8f0;hb=fa88591393d1cece76cd30830e62bf95b684cc21;hp=228c238a004659e23afed60ccc5e0eca51961579;hpb=d279b77b8130a56b4687b7f0702389ddc73941ac;p=physics.git diff --git a/src/main.cpp b/src/main.cpp index 228c238..c9e8808 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -31,169 +31,165 @@ /// ***** Private Method Headers ***** -void init(); +static void mainInit(); +static void mainClean(); -void sighandler( int sig ); +static void updatesInit(); +static void updatesClean(); -void run(); -void clean(); +static void drawInit(); +static void drawClean(); -void blockUpdate(); -void updateFPSCounters(); +static void run(); -void handleInput(); -void update(float); -void draw(); +static void updateFPSCounters(); + +static void handleInput(); +static void update(float); +static void draw(); + +static int startUpdateThread(void*); +static int startDrawThread(void*); /// ***** Private Variables ***** // variable used to determine if it is time to shutdown -bool is_Running; +static bool s_bIsRunning; + +// Minimum possible wait times by used library +static const int s_iMinWaitMilli = 20; +static const int s_iMinWaitMicro = s_iMinWaitMilli * 1000; /* 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 - * draw_Count := counts this seconds draws - * last_Second := stores the time of the last second, used for ups and fps + * + * s_iTargetUPS := the amount of updates that is wanted in one second + * s_fAccUpdateWait := the accumulated wait time for the update sleeps + * + * s_iUPS := updates per second for the last second + * s_iFPS := frames per second for the last second + * s_iUpdateCount := counts this seconds updates + * s_iDrawCount := counts this seconds draws + * s_micLastSecond := 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; +static int s_iTargetUPS = 100; +static float s_fAccUpdateWait = 0; -int ups, fps; -int update_Count, draw_Count; -long int last_Second; +static int s_iTargetFPS = 100; +static float s_fAccDrawWait = 0; +static int s_iUPS, s_iFPS; +static int s_iUpdateCount, s_iDrawCount; +static MICRO s_micLastSecond; -float target_time_steps_per_second = 100; - - -// experiment with rolling averages -float rUpdate = 100; -float rDraw = 100; -float rRun = 100; -float num = 10; +static const float s_fGameStep = 10; +static bool s_bUpdateInitialized = false; +static bool s_bDrawInitialized = 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(!s_bDrawInitialized) + SDL_Delay(100); game::init(); + DPF(0, "Game initialized"); input::init(); + DPF(0, "Input initialized"); cfg::init(); + DPF(0, "Configs initialized"); -#ifdef DEBUGGING - cout << "Initialization Complete" << endl; -#endif -} + DPF(0, "Initialization Complete"); -void clean() + s_bUpdateInitialized = true; +} +void updatesClean() { -#ifdef DEBUGGING - cout << "Cleaning up" << endl; -#endif + DPF(0, "Update Thread Cleaning"); cfg::clean(); input::clean(); game::clean(); - - graphics::clean(); } -/// ***** Private Methods ***** - -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; + s_bDrawInitialized = true; - cout << "rR:\t" << rRun << endl; - } + while(!s_bUpdateInitialized) + 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 ***** - // insures the float to int cast is done once. - int iupdate_sum = (int)update_Sum; +void run() +{ + s_bIsRunning = 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; + SDL_Thread* s_pUpdatesThread = SDL_CreateThread(startUpdateThread, NULL); + SDL_Thread* s_pDrawThread = SDL_CreateThread(startDrawThread, NULL); - // run the updates - for (int i = 1; i <= iupdate_sum; i++) - { - handleInput(); - update(time_step / 1000); - } - // remove the updates that where run from the sum - update_Sum -= iupdate_sum; - last_Block_Update = tickCountMicro(); - } + SDL_WaitThread(s_pUpdatesThread, NULL); + SDL_WaitThread(s_pDrawThread, NULL); } void updateFPSCounters() { // Check if a second has passed to recalculate UPS and FPS - if (tickCountMicro() - last_Second >= 1000000) + if (tickCountMicro() - s_micLastSecond >= 1000000) { - ups = update_Count; - fps = draw_Count; - update_Count = 0; - draw_Count = 0; + s_iUPS = s_iUpdateCount; + s_iFPS = s_iDrawCount; - last_Second = tickCountMicro(); + // NOT thread safe, but they're estimates anyways + s_iUpdateCount -= s_iUPS; + s_iDrawCount -= s_iFPS; -#ifdef FPSUPS - cout << "ups:\t" << ups << endl; - cout << "fps:\t" << fps << endl; -#endif + s_micLastSecond = tickCountMicro(); + + if(cfg::showFPS()) + { + cout << "fps:\t" << s_iFPS << endl; + } + if(cfg::showUPS()) + { + cout << "ups:\t" << s_iUPS << endl; + } } } @@ -201,45 +197,85 @@ void handleInput() { input::update(); + cfg::handleInput(); game::handleInput(); if(cfg::endGame()) - is_Running = false; + s_bIsRunning = false; +} + +void update(float fTimeStep) +{ + game::update(fTimeStep); + s_iUpdateCount++; } -void update(float time_step) +void draw() { - long int time; + game::draw(); - update_Count++; + SDL_PumpEvents(); // has to be on the Draw thread for the Windows API - time = tickCountMicro(); - game::update(time_step); - time = tickCountMicro() - time; + SDL_GL_SwapBuffers(); - rUpdate = (rUpdate * (num-1) + time) / num; + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - cout << "ru:\t" << rUpdate << endl; - cout << "ts:\t" << time_step << endl; + s_iDrawCount++; } -void draw() +int startUpdateThread(void*) { - long int time; + updatesInit(); + + s_micLastSecond = tickCountMicro(); + + while(s_bIsRunning) + { + MICRO time = tickCountMicro(); + handleInput(); + update(s_fGameStep); + + updateFPSCounters(); + time = tickCountMicro() - time; + + float wait = (1000000.0 / s_iTargetUPS - time); + s_fAccUpdateWait += 0 < wait ? wait : 0; - draw_Count++; + if(s_iMinWaitMicro < s_fAccUpdateWait) + { + int iWaits = (int)(s_fAccUpdateWait / s_iMinWaitMicro); + s_fAccUpdateWait -= iWaits * s_iMinWaitMicro; + SDL_Delay(iWaits * s_iMinWaitMilli); + } + } + + updatesClean(); + + return 0; +} - time = tickCountMicro(); - game::draw(); +int startDrawThread(void*) +{ + drawInit(); - SDL_GL_SwapBuffers(); + while(s_bIsRunning) + { + MICRO time = tickCountMicro(); + draw(); + time = tickCountMicro() - time; - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + float wait = (1000000.0 / s_iTargetFPS - time); + s_fAccDrawWait += 0 < wait ? wait : 0; - //SDL_Delay(50); - time = tickCountMicro() - time; + if(s_iMinWaitMicro < s_fAccDrawWait) + { + int iWaits = (int)(s_fAccDrawWait / s_iMinWaitMicro); + s_fAccDrawWait -= iWaits * s_iMinWaitMicro; + SDL_Delay(iWaits * s_iMinWaitMilli); + } + } - rDraw = (rDraw*(num-1) + time) /num; + drawClean(); - cout << "rd:\t" << rDraw << endl; + return 0; }