tessallation-factor will now change max once every 5 sec
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										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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