Share FpsControl code between game and menu

This commit is contained in:
sfan5 2024-02-20 16:05:27 +01:00
parent 0c3a4cc7b9
commit 13a0e5fb4a
5 changed files with 70 additions and 123 deletions

@ -650,20 +650,6 @@ public:
const static float object_hit_delay = 0.2;
struct FpsControl {
FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
void reset();
void limit(IrrlichtDevice *device, f32 *dtime);
u32 getBusyMs() const { return busy_time / 1000; }
// all values in microseconds (us)
u64 last_time, busy_time, sleep_time;
};
/* The reason the following structs are not anonymous structs within the
* class is that they are not used by the majority of member functions and
* many functions that do require objects of thse types do not modify them
@ -1201,7 +1187,7 @@ void Game::run()
// Calculate dtime =
// m_rendering_engine->run() from this iteration
// + Sleep time until the wanted FPS are reached
draw_times.limit(device, &dtime);
draw_times.limit(device, &dtime, g_menumgr.pausesGame());
const auto current_dynamic_info = ClientDynamicInfo::getCurrent();
if (!current_dynamic_info.equal(client_display_info)) {
@ -4330,48 +4316,6 @@ void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
Misc
****************************************************************************/
void FpsControl::reset()
{
last_time = porting::getTimeUs();
}
/*
* On some computers framerate doesn't seem to be automatically limited
*/
void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
{
const float fps_limit = (device->isWindowFocused() && !g_menumgr.pausesGame())
? g_settings->getFloat("fps_max")
: g_settings->getFloat("fps_max_unfocused");
const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
u64 time = porting::getTimeUs();
if (time > last_time) // Make sure time hasn't overflowed
busy_time = time - last_time;
else
busy_time = 0;
if (busy_time < frametime_min) {
sleep_time = frametime_min - busy_time;
if (sleep_time > 0)
sleep_us(sleep_time);
} else {
sleep_time = 0;
}
// Read the timer again to accurately determine how long we actually slept,
// rather than calculating it by adding sleep_time to time.
time = porting::getTimeUs();
if (time > last_time) // Make sure last_time hasn't overflowed
*dtime = (time - last_time) / 1000000.0f;
else
*dtime = 0;
last_time = time;
}
void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_sky)
{
m_rendering_engine->draw_load_screen(wstrgettext(msg), guienv, texture_src,

@ -44,6 +44,46 @@ RenderingEngine *RenderingEngine::s_singleton = nullptr;
const video::SColor RenderingEngine::MENU_SKY_COLOR = video::SColor(255, 140, 186, 250);
const float RenderingEngine::BASE_BLOOM_STRENGTH = 1.0f;
/* Helper stuff */
void FpsControl::reset()
{
last_time = porting::getTimeUs();
}
void FpsControl::limit(IrrlichtDevice *device, f32 *dtime, bool assume_paused)
{
const float fps_limit = (device->isWindowFocused() && !assume_paused)
? g_settings->getFloat("fps_max")
: g_settings->getFloat("fps_max_unfocused");
const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
u64 time = porting::getTimeUs();
if (time > last_time) // Make sure time hasn't overflowed
busy_time = time - last_time;
else
busy_time = 0;
if (busy_time < frametime_min) {
sleep_time = frametime_min - busy_time;
if (sleep_time > 0)
sleep_us(sleep_time);
} else {
sleep_time = 0;
}
// Read the timer again to accurately determine how long we actually slept,
// rather than calculating it by adding sleep_time to time.
time = porting::getTimeUs();
if (time > last_time) // Make sure last_time hasn't overflowed
*dtime = (time - last_time) / 1000000.0f;
else
*dtime = 0;
last_time = time;
}
static gui::GUISkin *createSkin(gui::IGUIEnvironment *environment,
gui::EGUI_SKIN_TYPE type, video::IVideoDriver *driver)
@ -66,7 +106,6 @@ static gui::GUISkin *createSkin(gui::IGUIEnvironment *environment,
return skin;
}
static std::optional<video::E_DRIVER_TYPE> chooseVideoDriver()
{
auto &&configured_name = g_settings->get("video_driver");
@ -106,6 +145,8 @@ static irr::IrrlichtDevice *createDevice(SIrrlichtCreationParameters params, std
throw std::runtime_error("Could not initialize the device with any supported video driver");
}
/* RenderingEngine class */
RenderingEngine::RenderingEngine(IEventReceiver *receiver)
{
sanity_check(!s_singleton);

@ -46,6 +46,19 @@ class RenderingCore;
// Instead of a mechanism to disable fog we just set it to be really far away
#define FOG_RANGE_ALL (100000 * BS)
struct FpsControl {
FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
void reset();
void limit(IrrlichtDevice *device, f32 *dtime, bool assume_paused = false);
u32 getBusyMs() const { return busy_time / 1000; }
// all values in microseconds (us)
u64 last_time, busy_time, sleep_time;
};
class RenderingEngine
{
public:
@ -103,11 +116,6 @@ public:
return s_singleton->m_device;
}
u32 get_timer_time()
{
return m_device->getTimer()->getTime();
}
gui::IGUIEnvironment *get_gui_env()
{
return m_device->getGUIEnvironment();

@ -315,10 +315,15 @@ void GUIEngine::run()
);
const bool initial_window_maximized = g_settings->getBool("window_maximized");
u64 t_last_frame = porting::getTimeUs();
FpsControl fps_control;
f32 dtime = 0.0f;
while (m_rendering_engine->run() && (!m_startgame) && (!m_kill)) {
fps_control.reset();
while (m_rendering_engine->run() && !m_startgame && !m_kill) {
fps_control.limit(device, &dtime);
if (device->isWindowVisible()) {
// check if we need to update the "upper left corner"-text
if (text_height != g_fontengine->getTextHeight()) {
@ -328,13 +333,12 @@ void GUIEngine::run()
driver->beginScene(true, true, RenderingEngine::MENU_SKY_COLOR);
if (m_clouds_enabled)
{
cloudPreProcess();
if (m_clouds_enabled) {
drawClouds(dtime);
drawOverlay(driver);
}
else
} else {
drawBackground(driver);
}
drawFooter(driver);
@ -349,22 +353,9 @@ void GUIEngine::run()
driver->endScene();
}
u32 frametime_min = 1000 / (device->isWindowFocused()
? g_settings->getFloat("fps_max")
: g_settings->getFloat("fps_max_unfocused"));
if (m_clouds_enabled)
cloudPostProcess(frametime_min, device);
else
sleep_ms(frametime_min);
u64 t_now = porting::getTimeUs();
dtime = static_cast<f32>(t_now - t_last_frame) * 1.0e-6f;
t_last_frame = t_now;
m_script->step();
sound_volume_control(m_sound_manager.get(), device->isWindowActive());
m_sound_manager->step(dtime);
#ifdef __ANDROID__
@ -407,47 +398,16 @@ void GUIEngine::cloudInit()
m_cloud.camera = m_smgr->addCameraSceneNode(0,
v3f(0,0,0), v3f(0, 60, 100));
m_cloud.camera->setFarValue(10000);
m_cloud.lasttime = m_rendering_engine->get_timer_time();
}
/******************************************************************************/
void GUIEngine::cloudPreProcess()
void GUIEngine::drawClouds(float dtime)
{
u32 time = m_rendering_engine->get_timer_time();
if(time > m_cloud.lasttime)
m_cloud.dtime = (time - m_cloud.lasttime) / 1000.0;
else
m_cloud.dtime = 0;
m_cloud.lasttime = time;
m_cloud.clouds->step(m_cloud.dtime*3);
m_cloud.clouds->step(dtime*3);
m_cloud.clouds->render();
m_smgr->drawAll();
}
/******************************************************************************/
void GUIEngine::cloudPostProcess(u32 frametime_min, IrrlichtDevice *device)
{
// Time of frame without fps limit
u32 busytime_u32;
// not using getRealTime is necessary for wine
u32 time = m_rendering_engine->get_timer_time();
if(time > m_cloud.lasttime)
busytime_u32 = time - m_cloud.lasttime;
else
busytime_u32 = 0;
// FPS limit
if (busytime_u32 < frametime_min) {
u32 sleeptime = frametime_min - busytime_u32;
device->sleep(sleeptime);
}
}
/******************************************************************************/
void GUIEngine::setFormspecPrepend(const std::string &fs)
{

@ -280,16 +280,10 @@ private:
/** initialize cloud subsystem */
void cloudInit();
/** do preprocessing for cloud subsystem */
void cloudPreProcess();
/** do postprocessing for cloud subsystem */
void cloudPostProcess(u32 frametime_min, IrrlichtDevice *device);
void drawClouds(float dtime);
/** internam data required for drawing clouds */
struct clouddata {
/** delta time since last cloud processing */
f32 dtime;
/** absolute time of last cloud processing */
u32 lasttime;
/** pointer to cloud class */
irr_ptr<Clouds> clouds;
/** camera required for drawing clouds */