static void Frame() { g_Profiler2.RecordFrameStart(); PROFILE2("frame"); g_Profiler2.IncrementFrameNumber(); PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber()); ogl_WarnIfError(); // get elapsed time const double time = timer_Time(); g_frequencyFilter->Update(time); // .. old method - "exact" but contains jumps #if 0 static double last_time; const double time = timer_Time(); const float TimeSinceLastFrame = (float)(time-last_time); last_time = time; ONCE(return); // first call: set last_time and return // .. new method - filtered and more smooth, but errors may accumulate #else const float realTimeSinceLastFrame = 1.0 / g_frequencyFilter->SmoothedFrequency(); #endif ENSURE(realTimeSinceLastFrame > 0.0f); // decide if update/render is necessary bool need_render = !g_app_minimized; bool need_update = true; // If we are not running a multiplayer game, disable updates when the game is // minimized or out of focus and relinquish the CPU a bit, in order to make // debugging easier. if(g_PauseOnFocusLoss && !g_NetClient && !g_app_has_focus) { PROFILE3("non-focus delay"); need_update = false; // don't use SDL_WaitEvent: don't want the main loop to freeze until app focus is restored SDL_Delay(10); } // TODO: throttling: limit update and render frequency to the minimum. // this is mostly relevant for "inactive" state, so that other windows // get enough CPU time, but it's always nice for power+thermal management. // this scans for changed files/directories and reloads them, thus // allowing hotloading (changes are immediately assimilated in-game). ReloadChangedFiles(); ProgressiveLoad(); RendererIncrementalLoad(); PumpEvents(); // if the user quit by closing the window, the GL context will be broken and // may crash when we call Render() on some drivers, so leave this loop // before rendering if (quit) return; // respond to pumped resize events if (g_ResizedW || g_ResizedH) { g_VideoMode.ResizeWindow(g_ResizedW, g_ResizedH); g_ResizedW = g_ResizedH = 0; } if (g_NetClient) g_NetClient->Poll(); ogl_WarnIfError(); g_GUI->TickObjects(); ogl_WarnIfError(); if (g_Game && g_Game->IsGameStarted() && need_update) { g_Game->Update(realTimeSinceLastFrame); g_Game->GetView()->Update(float(realTimeSinceLastFrame)); } // Immediately flush any messages produced by simulation code if (g_NetClient) g_NetClient->Flush(); g_UserReporter.Update(); g_Console->Update(realTimeSinceLastFrame); ogl_WarnIfError(); if(need_render) { Render(); PROFILE3("swap buffers"); #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_GL_SwapWindow(g_VideoMode.GetWindow()); #else SDL_GL_SwapBuffers(); #endif } ogl_WarnIfError(); g_Profiler.Frame(); g_GameRestarted = false; }
static void Frame() { g_Profiler2.RecordFrameStart(); PROFILE2("frame"); g_Profiler2.IncrementFrameNumber(); PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber()); ogl_WarnIfError(); // get elapsed time const double time = timer_Time(); g_frequencyFilter->Update(time); // .. old method - "exact" but contains jumps #if 0 static double last_time; const double time = timer_Time(); const float TimeSinceLastFrame = (float)(time-last_time); last_time = time; ONCE(return); // first call: set last_time and return // .. new method - filtered and more smooth, but errors may accumulate #else const float TimeSinceLastFrame = 1.0 / g_frequencyFilter->SmoothedFrequency(); #endif ENSURE(TimeSinceLastFrame > 0.0f); // decide if update/render is necessary bool need_render = !g_app_minimized; bool need_update = true; // If we are not running a multiplayer game, disable updates when the game is // minimized or out of focus and relinquish the CPU a bit, in order to make // debugging easier. if( g_PauseOnFocusLoss && !g_NetClient && !g_app_has_focus ) { PROFILE3("non-focus delay"); need_update = false; // don't use SDL_WaitEvent: don't want the main loop to freeze until app focus is restored SDL_Delay(10); } // TODO: throttling: limit update and render frequency to the minimum. // this is mostly relevant for "inactive" state, so that other windows // get enough CPU time, but it's always nice for power+thermal management. bool is_building_archive = ProgressiveBuildArchive(); // this scans for changed files/directories and reloads them, thus // allowing hotloading (changes are immediately assimilated in-game). // must not be done during archive building because it changes the // archive file each iteration, but keeps it locked; reloading // would trigger a warning because the file can't be opened. if(!is_building_archive) ReloadChangedFiles(); ProgressiveLoad(); RendererIncrementalLoad(); PumpEvents(); // if the user quit by closing the window, the GL context will be broken and // may crash when we call Render() on some drivers, so leave this loop // before rendering if (quit) return; // respond to pumped resize events if (g_ResizedW || g_ResizedH) { g_VideoMode.ResizeWindow(g_ResizedW, g_ResizedH); g_ResizedW = g_ResizedH = 0; } if (g_NetClient) g_NetClient->Poll(); ogl_WarnIfError(); g_GUI->TickObjects(); ogl_WarnIfError(); if (g_Game && g_Game->IsGameStarted() && need_update) { g_Game->Update(TimeSinceLastFrame); g_Game->GetView()->Update(float(TimeSinceLastFrame)); CCamera* camera = g_Game->GetView()->GetCamera(); CMatrix3D& orientation = camera->m_Orientation; float* pos = &orientation._data[12]; float* dir = &orientation._data[8]; float* up = &orientation._data[4]; // HACK: otherwise sound effects are L/R flipped. No idea what else // is going wrong, because the listener and camera are supposed to // coincide in position and orientation. float down[3] = { -up[0], -up[1], -up[2] }; { PROFILE3("sound update"); if (snd_update(pos, dir, down) < 0) debug_printf(L"snd_update failed\n"); } } else { PROFILE3("sound update (0)"); if (snd_update(0, 0, 0) < 0) debug_printf(L"snd_update (pos=0 version) failed\n"); } // Immediately flush any messages produced by simulation code if (g_NetClient) g_NetClient->Flush(); g_UserReporter.Update(); g_Console->Update(TimeSinceLastFrame); ogl_WarnIfError(); if(need_render) { Render(); PROFILE3("swap buffers"); #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_GL_SwapWindow(g_VideoMode.GetWindow()); #else SDL_GL_SwapBuffers(); #endif } ogl_WarnIfError(); g_Profiler.Frame(); g_GameRestarted = false; }