time step fixed
[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
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18#include <GL/gl.h>
19#include <GL/glu.h>
20#include <SDL/SDL.h>
21
f7b3b2eb 22#include "debug.h"
7cbd4505 23#include "handleSignal.h"
f7b3b2eb 24
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25#include "game.h"
26#include "ticks.h"
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27
28#include "graphics/graphics.h"
f7b3b2eb 29#include "input/inputManager.h"
b1d92c2f 30#include "config/config.h"
ad9f1fb6 31
ad9f1fb6 32/// ***** Private Method Headers *****
617dcc71 33
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34void init();
35
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36void sighandler( int sig );
37
ad9f1fb6 38void run();
617dcc71 39void clean();
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40
41void blockUpdate();
42void updateFPSCounters();
43
68b2316d 44void handleInput();
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45void update(float);
46void draw();
47
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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 */
d279b77b 64int target_UPS = 100;
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65long int last_Block_Update;
66float update_Sum = 0;
67
2ea1d2d4 68int ups =100, fps=100;
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69int update_Count, draw_Count;
70long int last_Second;
71
72
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73float target_time_steps_per_second = 1000;
74float times;
75float time_steps_Count;
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76
77
78// experiment with rolling averages
79float rUpdate = 100;
80float rDraw = 100;
25d84412 81float rInput = 100;
d279b77b 82float rRun = 100;
25d84412 83
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84float num = 10;
85
86
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87/// ***** MAIN Method *****
88int main()
89{
90 init();
91 run();
92 clean();
93 return 0;
94}
95
96/// ***** Initializers/Cleaners *****
97
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98void init()
99{
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100 installSignal();
101
68b2316d 102 graphics::init();
ad9f1fb6 103
68b2316d 104 game::init();
ad9f1fb6 105
68b2316d 106 input::init();
617dcc71 107
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108 cfg::init();
109
f7b3b2eb 110#ifdef DEBUGGING
ad9f1fb6 111 cout << "Initialization Complete" << endl;
f7b3b2eb 112#endif
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113}
114
617dcc71 115void clean()
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116{
117#ifdef DEBUGGING
118 cout << "Cleaning up" << endl;
119#endif
120
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121 cfg::clean();
122
68b2316d 123 input::clean();
617dcc71 124
68b2316d 125 game::clean();
44b079f8 126
68b2316d 127 graphics::clean();
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128}
129
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130/// ***** Private Methods *****
131
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132float total = 0;
133
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134void run()
135{
136 is_Running = true;
137 last_Block_Update = tickCountMicro();
138 last_Second = tickCountMicro();
139
140 while(is_Running)
141 {
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142 long int time;
143
144 time = tickCountMicro();
145 blockUpdate();
146 updateFPSCounters();
147 draw();
148 time = tickCountMicro() - time;
149
150 rRun = (rRun * (num-1) + time) / num;
151
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152 //cout << "total:\t" << total << endl;
153 //cout << "rR:\t" << rRun << endl;
154 //total = 0;
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155 }
156}
157
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158void blockUpdate()
159{
160 long int start = tickCountMicro();
2ea1d2d4 161 long int diff = start - last_Block_Update;
ad9f1fb6 162
25d84412 163 //cout << "Block" << endl;
d279b77b 164
ad9f1fb6 165 // Calculate the updates that should be run for the next draw
2ea1d2d4 166 update_Sum += diff / (1000000 / (float)target_UPS);
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167
168 // insures the float to int cast is done once.
169 int iupdate_sum = (int)update_Sum;
170
171 // TODO the main run loop needs to be tested and pruned
172 if (iupdate_sum > 0)
173 {
174 // Calculate a time step that spreads the updates out as much as possible
175 // used because really quick updates are nearly wasted
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176
177 //float time_step = ((float)diff) / iupdate_sum / 1000;
178 //float time_step = 1000 / (100000 / rUpdate) / iupdate_sum;
179 float time_step = 10;
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180
181 // run the updates
2ea1d2d4 182 for (int i = 0; i < iupdate_sum; i++)
ad9f1fb6 183 {
68b2316d 184 handleInput();
25d84412 185 update(time_step);
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186 }
187 // remove the updates that where run from the sum
188 update_Sum -= iupdate_sum;
189 last_Block_Update = tickCountMicro();
190 }
191}
192
193void updateFPSCounters()
194{
195 // Check if a second has passed to recalculate UPS and FPS
196 if (tickCountMicro() - last_Second >= 1000000)
197 {
198 ups = update_Count;
199 fps = draw_Count;
25d84412 200 times = time_steps_Count;
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201 update_Count = 0;
202 draw_Count = 0;
25d84412 203 time_steps_Count = 0;
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204
205 last_Second = tickCountMicro();
44b079f8 206
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207#ifdef FPSUPS
208 cout << "ups:\t" << ups << endl;
209 cout << "fps:\t" << fps << endl;
25d84412 210 cout << "times:\t" << times << endl;
7adc59fe 211#endif
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212 }
213}
214
68b2316d 215void handleInput()
ad9f1fb6 216{
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217 long int time;
218
219 time = tickCountMicro();
220 input::update();
f7b3b2eb 221
25d84412 222 game::handleInput();
ad9f1fb6 223
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224 if(cfg::endGame())
225 is_Running = false;
226 time = tickCountMicro() - time;
227
228 rInput = (rInput*(num-1) + time) /num;
229
230 total += rInput;
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231}
232
233void update(float time_step)
234{
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235 long int time;
236
ad9f1fb6 237 update_Count++;
25d84412 238 time_steps_Count += time_step;
ad9f1fb6 239
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240 time = tickCountMicro();
241 game::update(time_step);
242 time = tickCountMicro() - time;
243
244 rUpdate = (rUpdate * (num-1) + time) / num;
245
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246 //cout << "ts:\t" << time_step << endl;
247 //cout << "ru:\t" << rUpdate << endl;
248
249 total += rUpdate;
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250}
251
252void draw()
253{
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254 long int time;
255
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256 draw_Count++;
257
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258 time = tickCountMicro();
259 game::draw();
260
261 SDL_GL_SwapBuffers();
262
263 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
264
2ea1d2d4 265// SDL_Delay(10);
d279b77b 266 time = tickCountMicro() - time;
ad9f1fb6 267
d279b77b 268 rDraw = (rDraw*(num-1) + time) /num;
ad9f1fb6 269
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270 //cout << "rd:\t" << rDraw << endl;
271
272 total += rDraw;
ad9f1fb6 273}