virtualx-engine/main/main_timer_sync.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

102 lines
4.7 KiB
C++

/*************************************************************************/
/* main_timer_sync.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef MAIN_TIMER_SYNC_H
#define MAIN_TIMER_SYNC_H
#include "core/engine.h"
struct MainFrameTime {
float idle_step; // time to advance idles for (argument to process())
int physics_steps; // number of times to iterate the physics engine
float interpolation_fraction; // fraction through the current physics tick
void clamp_idle(float min_idle_step, float max_idle_step);
};
class MainTimerSync {
// wall clock time measured on the main thread
uint64_t last_cpu_ticks_usec;
uint64_t current_cpu_ticks_usec;
// logical game time since last physics timestep
float time_accum;
// current difference between wall clock time and reported sum of idle_steps
float time_deficit;
// number of frames back for keeping accumulated physics steps roughly constant.
// value of 12 chosen because that is what is required to make 144 Hz monitors
// behave well with 60 Hz physics updates. The only worse commonly available refresh
// would be 85, requiring CONTROL_STEPS = 17.
static const int CONTROL_STEPS = 12;
// sum of physics steps done over the last (i+1) frames
int accumulated_physics_steps[CONTROL_STEPS];
// typical value for accumulated_physics_steps[i] is either this or this plus one
int typical_physics_steps[CONTROL_STEPS];
int fixed_fps;
protected:
// returns the fraction of p_frame_slice required for the timer to overshoot
// before advance_core considers changing the physics_steps return from
// the typical values as defined by typical_physics_steps
float get_physics_jitter_fix();
// gets our best bet for the average number of physics steps per render frame
// return value: number of frames back this data is consistent
int get_average_physics_steps(float &p_min, float &p_max);
// advance physics clock by p_idle_step, return appropriate number of steps to simulate
MainFrameTime advance_core(float p_frame_slice, int p_iterations_per_second, float p_idle_step);
// calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero
MainFrameTime advance_checked(float p_frame_slice, int p_iterations_per_second, float p_idle_step);
// determine wall clock step since last iteration
float get_cpu_idle_step();
public:
MainTimerSync();
// start the clock
void init(uint64_t p_cpu_ticks_usec);
// set measured wall clock time
void set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec);
//set fixed fps
void set_fixed_fps(int p_fixed_fps);
// advance one frame, return timesteps to take
MainFrameTime advance(float p_frame_slice, int p_iterations_per_second);
};
#endif // MAIN_TIMER_SYNC_H