frame-limiter now works correctly, scaling up/down should be smoother

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Nicole Dresselhaus 2014-05-11 21:12:53 +02:00
parent d1adff31d5
commit ffc0281ab4
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@ -226,29 +226,32 @@ run = do
} }
-} -}
(mt,tc,sleepAmount) <- liftIO $ do (mt,tc,sleepAmount,frameTime) <- liftIO $ do
let double = fromRational.toRational :: (Real a) => a -> Double let double = fromRational.toRational :: (Real a) => a -> Double
targetFramerate = 40.0 targetFramerate = 60.0
targetFrametime = 1.0/targetFramerate targetFrametime = 1.0/targetFramerate
targetFrametimeμs = targetFrametime * 1000000.0 targetFrametimeμs = targetFrametime * 1000000.0
now <- getCurrentTime now <- getCurrentTime
let diff = diffUTCTime now (state ^. io.clock) -- get time-diffs let diff = diffUTCTime now (state ^. io.clock) -- get time-diffs
title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"] title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
ddiff = double diff
SDL.setWindowTitle (env ^. windowObject) title SDL.setWindowTitle (env ^. windowObject) title
let sleepAmount = floor ((targetFrametime - double diff)*1000000) :: Int -- get time until next frame in microseconds let sleepAmount = floor ((targetFrametime - double diff)*1000000) :: Int -- get time until next frame in microseconds
clockFactor = (state ^. io.tessClockFactor) clockFactor = (state ^. io.tessClockFactor)
tessChange tessChange
| (clockFactor > (2*targetFrametimeμs)) && (state ^. gl.glMap.stateTessellationFactor < 5) = ((+)1 :: Int -> Int) | (clockFactor < (75*targetFrametime)) && (state ^. gl.glMap.stateTessellationFactor < 5) = ((+)1 :: Int -> Int)
-- > factor < 5 & 10% of frame idle -> increase graphics -- > last 100 frames had > 25% leftover (on avg.)
| sleepAmount < 0 && (state ^. gl.glMap.stateTessellationFactor > 1) = (flip (-) 1 :: Int -> Int) | (clockFactor > (110*targetFrametime)) && (state ^. gl.glMap.stateTessellationFactor > 1) = (flip (-) 1 :: Int -> Int)
-- frame used up completely -> decrease -- > last 100 frames had < 90% of target-fps
| otherwise = ((+)0 :: Int -> Int) -- 0ms > x > 10% -> keep settings | otherwise = ((+)0 :: Int -> Int) -- 0ms > x > 10% -> keep settings
when (sleepAmount > 0) $ threadDelay sleepAmount when (sleepAmount > 0) $ threadDelay sleepAmount
return (now,tessChange,sleepAmount) now' <- getCurrentTime
return (now',tessChange,sleepAmount,ddiff)
-- set state with new clock-time -- set state with new clock-time
liftIO $ putStrLn $ unwords ["clockFactor:",show (state ^. io.tessClockFactor),"\ttc:", show (tc (state ^. gl.glMap.stateTessellationFactor)),"\tsleep ",show frameTime,"ms"]
modify $ (io.clock .~ mt) modify $ (io.clock .~ mt)
. (gl.glMap.stateTessellationFactor %~ tc) . (gl.glMap.stateTessellationFactor %~ tc)
. (io.tessClockFactor %~ (((+) (fromIntegral sleepAmount)).((*) 0.99))) . (io.tessClockFactor %~ (((+) frameTime).((*) 0.99)))
-- liftIO $ putStrLn $ concat $ ["TessFactor at: ",show (state ^. gl.glMap.stateTessellationFactor), " - slept for ",show sleepAmount, "μs."] -- liftIO $ putStrLn $ concat $ ["TessFactor at: ",show (state ^. gl.glMap.stateTessellationFactor), " - slept for ",show sleepAmount, "μs."]
shouldClose' <- return $ state ^. window.shouldClose shouldClose' <- return $ state ^. window.shouldClose
unless shouldClose' run unless shouldClose' run