decouple fixed timestep from draw, add frame cap
parent
5a9709c843
commit
d2a51ce524
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@ -0,0 +1,14 @@
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namespace MoonWorks
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{
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public enum FramerateMode
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{
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Uncapped,
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Capped
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}
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public struct FramerateSettings
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{
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public FramerateMode Mode;
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public int Cap;
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}
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}
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43
src/Game.cs
43
src/Game.cs
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@ -18,7 +18,8 @@ namespace MoonWorks
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private Stopwatch gameTimer;
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private TimeSpan timestep;
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private long previousTicks = 0;
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TimeSpan accumulatedElapsedTime = TimeSpan.Zero;
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TimeSpan accumulatedUpdateTime = TimeSpan.Zero;
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TimeSpan accumulatedDrawTime = TimeSpan.Zero;
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// must be a power of 2 so we can do a bitmask optimization when checking worst case
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private const int PREVIOUS_SLEEP_TIME_COUNT = 128;
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private const int SLEEP_TIME_MASK = PREVIOUS_SLEEP_TIME_COUNT - 1;
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@ -26,6 +27,9 @@ namespace MoonWorks
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private int sleepTimeIndex = 0;
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private TimeSpan worstCaseSleepPrecision = TimeSpan.FromMilliseconds(1);
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private bool FramerateCapped = false;
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private TimeSpan FramerateCapTimeSpan = TimeSpan.Zero;
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public Window Window { get; }
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public GraphicsDevice GraphicsDevice { get; }
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public AudioDevice AudioDevice { get; }
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@ -42,6 +46,7 @@ namespace MoonWorks
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public Game(
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WindowCreateInfo windowCreateInfo,
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PresentMode presentMode,
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FramerateSettings framerateSettings,
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int targetTimestep = 60,
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bool debugMode = false
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)
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@ -49,6 +54,13 @@ namespace MoonWorks
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timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / targetTimestep);
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gameTimer = Stopwatch.StartNew();
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FramerateCapped = framerateSettings.Mode == FramerateMode.Capped;
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if (FramerateCapped)
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{
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FramerateCapTimeSpan = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / framerateSettings.Cap);
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}
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for (int i = 0; i < previousSleepTimes.Length; i += 1)
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{
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previousSleepTimes[i] = TimeSpan.FromMilliseconds(1);
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@ -90,18 +102,20 @@ namespace MoonWorks
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}
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protected abstract void Update(TimeSpan delta);
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protected abstract void Draw(TimeSpan delta, double alpha);
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protected abstract void Draw(double alpha);
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private void Tick()
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{
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AdvanceElapsedTime();
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/* We want to wait until the next frame,
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if (FramerateCapped)
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{
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/* We want to wait until the framerate cap,
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* but we don't want to oversleep. Requesting repeated 1ms sleeps and
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* seeing how long we actually slept for lets us estimate the worst case
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* sleep precision so we don't oversleep the next frame.
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*/
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while (accumulatedElapsedTime + worstCaseSleepPrecision < timestep)
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while (accumulatedDrawTime + worstCaseSleepPrecision < FramerateCapTimeSpan)
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{
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System.Threading.Thread.Sleep(1);
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TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
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@ -113,38 +127,38 @@ namespace MoonWorks
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* SpinWait(1) works by pausing the thread for very short intervals, so it is
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* an efficient and time-accurate way to wait out the rest of the time.
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*/
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while (accumulatedElapsedTime < timestep)
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while (accumulatedDrawTime < FramerateCapTimeSpan)
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{
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System.Threading.Thread.SpinWait(1);
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AdvanceElapsedTime();
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}
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}
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// Now that we are going to perform an update, let's handle SDL events.
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HandleSDLEvents();
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// Do not let any step take longer than our maximum.
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if (accumulatedElapsedTime > MAX_DELTA_TIME)
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if (accumulatedUpdateTime > MAX_DELTA_TIME)
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{
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accumulatedElapsedTime = MAX_DELTA_TIME;
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accumulatedUpdateTime = MAX_DELTA_TIME;
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}
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if (!quit)
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{
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while (accumulatedElapsedTime >= timestep)
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while (accumulatedUpdateTime >= timestep)
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{
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Inputs.Mouse.Wheel = 0;
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Inputs.Update();
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AudioDevice.Update();
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Update(timestep);
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accumulatedElapsedTime -= timestep;
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accumulatedUpdateTime -= timestep;
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}
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var alpha = accumulatedElapsedTime / timestep;
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var alpha = accumulatedUpdateTime / timestep;
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Draw(timestep, alpha);
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Draw(alpha);
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accumulatedDrawTime -= FramerateCapTimeSpan;
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}
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}
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@ -201,7 +215,8 @@ namespace MoonWorks
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{
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long currentTicks = gameTimer.Elapsed.Ticks;
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TimeSpan timeAdvanced = TimeSpan.FromTicks(currentTicks - previousTicks);
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accumulatedElapsedTime += timeAdvanced;
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accumulatedUpdateTime += timeAdvanced;
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accumulatedDrawTime += timeAdvanced;
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previousTicks = currentTicks;
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return timeAdvanced;
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}
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