time step fixed
[physics.git] / src / main.cpp
... / ...
CommitLineData
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
86
87/// ***** MAIN Method *****
88int main()
89{
90 init();
91 run();
92 clean();
93 return 0;
94}
95
96/// ***** Initializers/Cleaners *****
97
98void init()
99{
100 installSignal();
101
102 graphics::init();
103
104 game::init();
105
106 input::init();
107
108 cfg::init();
109
110#ifdef DEBUGGING
111 cout << "Initialization Complete" << endl;
112#endif
113}
114
115void clean()
116{
117#ifdef DEBUGGING
118 cout << "Cleaning up" << endl;
119#endif
120
121 cfg::clean();
122
123 input::clean();
124
125 game::clean();
126
127 graphics::clean();
128}
129
130/// ***** Private Methods *****
131
132float total = 0;
133
134void run()
135{
136 is_Running = true;
137 last_Block_Update = tickCountMicro();
138 last_Second = tickCountMicro();
139
140 while(is_Running)
141 {
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
152 //cout << "total:\t" << total << endl;
153 //cout << "rR:\t" << rRun << endl;
154 //total = 0;
155 }
156}
157
158void blockUpdate()
159{
160 long int start = tickCountMicro();
161 long int diff = start - last_Block_Update;
162
163 //cout << "Block" << endl;
164
165 // Calculate the updates that should be run for the next draw
166 update_Sum += diff / (1000000 / (float)target_UPS);
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
176
177 //float time_step = ((float)diff) / iupdate_sum / 1000;
178 //float time_step = 1000 / (100000 / rUpdate) / iupdate_sum;
179 float time_step = 10;
180
181 // run the updates
182 for (int i = 0; i < iupdate_sum; i++)
183 {
184 handleInput();
185 update(time_step);
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;
200 times = time_steps_Count;
201 update_Count = 0;
202 draw_Count = 0;
203 time_steps_Count = 0;
204
205 last_Second = tickCountMicro();
206
207#ifdef FPSUPS
208 cout << "ups:\t" << ups << endl;
209 cout << "fps:\t" << fps << endl;
210 cout << "times:\t" << times << endl;
211#endif
212 }
213}
214
215void handleInput()
216{
217 long int time;
218
219 time = tickCountMicro();
220 input::update();
221
222 game::handleInput();
223
224 if(cfg::endGame())
225 is_Running = false;
226 time = tickCountMicro() - time;
227
228 rInput = (rInput*(num-1) + time) /num;
229
230 total += rInput;
231}
232
233void update(float time_step)
234{
235 long int time;
236
237 update_Count++;
238 time_steps_Count += time_step;
239
240 time = tickCountMicro();
241 game::update(time_step);
242 time = tickCountMicro() - time;
243
244 rUpdate = (rUpdate * (num-1) + time) / num;
245
246 //cout << "ts:\t" << time_step << endl;
247 //cout << "ru:\t" << rUpdate << endl;
248
249 total += rUpdate;
250}
251
252void draw()
253{
254 long int time;
255
256 draw_Count++;
257
258 time = tickCountMicro();
259 game::draw();
260
261 SDL_GL_SwapBuffers();
262
263 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
264
265// SDL_Delay(10);
266 time = tickCountMicro() - time;
267
268 rDraw = (rDraw*(num-1) + time) /num;
269
270 //cout << "rd:\t" << rDraw << endl;
271
272 total += rDraw;
273}