tessallation-factor will now change max once every 5 sec
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parent
e512149461
commit
5578bb401a
29
src/Main.hs
29
src/Main.hs
@ -137,6 +137,7 @@ main = do
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, _io = IOState
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{ _clock = now
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, _tessClockFactor = 0
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, _tessClockTime = now
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}
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, _camera = cam'
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, _camStack = camStack'
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@ -234,32 +235,40 @@ run = do
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}
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-}
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(mt,tc,sleepAmount,frameTime) <- liftIO $ do
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(mt,tc,sleepAmount,frameTime,hC) <- liftIO $ do
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let double = fromRational.toRational :: (Real a) => a -> Double
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targetFramerate = 60.0
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targetFrametime = 1.0/targetFramerate
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--targetFrametimeμs = targetFrametime * 1000000.0
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now <- getCurrentTime
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let diff = diffUTCTime now (state ^. io.clock) -- get time-diffs
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title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
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ddiff = double diff
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let diff = diffUTCTime now (state ^. io.clock) -- get time-diffs
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updatediff = diffUTCTime now (state ^. io.tessClockTime) -- get diff to last update
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title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
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ddiff = double diff
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SDL.setWindowTitle (env ^. windowObject) title
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let sleepAmount = floor ((targetFrametime - double diff)*1000000) :: Int -- get time until next frame in microseconds
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clockFactor = (state ^. io.tessClockFactor)
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tessChange
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| (clockFactor < (75*targetFrametime)) && (state ^. gl.glMap.stateTessellationFactor < 5) = ((+)1 :: Int -> Int)
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noChange = ((+)0 :: Int -> Int)
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(tessChange, hasChanged)
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| updatediff < 5 = (noChange,False) -- at least 5 sec since last update
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| (clockFactor < (75*targetFrametime)) && (state ^. gl.glMap.stateTessellationFactor < 5) = (((+)1 :: Int -> Int),True)
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-- > last 100 frames had > 25% leftover (on avg.)
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| (clockFactor > (110*targetFrametime)) && (state ^. gl.glMap.stateTessellationFactor > 1) = (flip (-) 1 :: Int -> Int)
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| (clockFactor > (110*targetFrametime)) && (state ^. gl.glMap.stateTessellationFactor > 1) = ((flip (-) 1 :: Int -> Int),True)
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-- > last 100 frames had < 90% of target-fps
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| otherwise = ((+)0 :: Int -> Int) -- 0ms > x > 10% -> keep settings
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| otherwise = (noChange,False) -- 0ms > x > 10% -> keep settings
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when (sleepAmount > 0) $ threadDelay sleepAmount
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now' <- getCurrentTime
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return (now',tessChange,sleepAmount,ddiff)
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return (now',tessChange,sleepAmount,ddiff,hasChanged)
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-- set state with new clock-time
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--liftIO $ putStrLn $ unwords ["clockFactor:",show (state ^. io.tessClockFactor),"\ttc:", show (tc (state ^. gl.glMap.stateTessellationFactor)),"\tsleep ",show frameTime,"ms"]
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modify $ (io.clock .~ mt)
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if hC then
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modify $ (io.clock .~ mt)
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. (gl.glMap.stateTessellationFactor %~ tc)
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. (io.tessClockFactor %~ (((+) frameTime).((*) 0.99)))
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. (io.tessClockTime .~ mt)
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else
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modify $ (io.clock .~ mt)
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-- liftIO $ putStrLn $ concat $ ["TessFactor at: ",show (state ^. gl.glMap.stateTessellationFactor), " - slept for ",show sleepAmount, "μs."]
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shouldClose' <- return $ state ^. window.shouldClose
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unless shouldClose' run
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@ -55,6 +55,7 @@ data CameraState = CameraState
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data IOState = IOState
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{ _clock :: !UTCTime
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, _tessClockFactor :: !Double
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, _tessClockTime :: !UTCTime
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}
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data GameState = GameState
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