Game::Game() : time(get_Timer().get_time()), ticks_passed(0), fps(END_OF_TIME), fps_next(0) #ifndef NDEBUG , m_console_active(false) #endif { }
void Video_GL::render_all() { assert(!m_render_target); #ifdef _WINDOWS glFlush(); #else glFinish(); #endif get_Textures().unlose_resources(); get_Fonts().unlose_resources(); get_Game().prerender(); glViewport(0, 0, get_screen_width(), get_screen_height()); if(!is_zwrite_enabled()) glDepthMask(GL_TRUE); set_clear_color_impl(get_clear_color()); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if(!is_zwrite_enabled()) glDepthMask(GL_FALSE); get_Game().render(); /*** Begin CPU saver ***/ #ifdef MANUAL_GL_VSYNC_DELAY Timer &tr = get_Timer(); if(get_vertical_sync()) { Time buffer_swap_start_time = tr.get_time(); const unsigned int time_allowed = 1000u/60u - 2u; const unsigned int new_time_taken = buffer_swap_start_time.get_ticks_since(m_buffer_swap_end_time); m_time_taken = (1.0f - m_weight_new) * m_time_taken + m_weight_new * new_time_taken; if(m_time_taken < time_allowed) SDL_Delay(static_cast<unsigned int>(time_allowed - m_time_taken)); } #endif /// Swap the buffers <-- NOT part of the CPU saver, but the reason it is "needed" #if SDL_VERSION_ATLEAST(1,3,0) SDL_GL_SwapWindow(get_window()); #else SDL_GL_SwapBuffers(); #endif #ifdef MANUAL_GL_VSYNC_DELAY m_buffer_swap_end_time = tr.get_time(); #endif }