#include #include static double min(double a, double b) { return a <= b ? a : b; } static simloop_time_t ddt_from_fps(int fps) { static constexpr double NANOSECONDS = 1e9; return (fps == 0) ? 0 : (simloop_time_t)(NANOSECONDS / (double)fps); } Simloop simloop_make(const SimloopArgs* args) { assert(args); assert(args->update_fps > 0); return (Simloop){ .frame = 0, .update = (SimloopTimeline){ .ddt = ddt_from_fps(args->update_fps), .time = 0, }, .render = (SimloopTimeline){ .ddt = ddt_from_fps(args->max_render_fps), .time = 0, }, .percent_frame = 0., .first_iter = true, }; } static bool step_update(const Simloop* sim, SimloopTimeline* timeline) { assert(sim); assert(timeline); assert(timeline->ddt > 0); // If the update falls behind the clock, we advance by a single ddt increment // per loop iteration here and give it a chance to catch up over subsequent // iterations. // This has the implication that percent_frame can fall out of range (>1) if // we are not careful with how it is defined. See the general update function // below. const simloop_time_t dt = sim->clock - timeline->time; const bool should_step = dt >= timeline->ddt; timeline->time += should_step ? timeline->ddt : 0; return should_step; } static bool step_render(const Simloop* sim, SimloopTimeline* timeline) { assert(sim); assert(timeline); bool render = false; if (timeline->ddt > 0) { render = step_update(sim, timeline); } else { render = timeline->time < sim->clock; timeline->time = sim->clock; } return render; } void simloop_update(Simloop* sim, simloop_time_t dt, SimloopOut* out) { assert(sim); assert(out); sim->clock += dt; // Simulation update. const bool update_this_tick = step_update(sim, &sim->update); // Simulation render. const bool render_this_tick = step_render(sim, &sim->render) || sim->first_iter; // Trigger an initial render on the first frame. // Interpolator for smooth animation. // If rendering is not frame-rate capped, then its timeline should always be // at least as recent as the update's. Otherwise, it is possible for the // rendering timeline to be behind. // If the update falls behind the clock, then percent_frame can fall out of // range (>1) if we are not careful. We impose that it is strictly never >1 // to account for this case. assert(sim->update.ddt > 0); assert( (sim->render.ddt == 0) ? (sim->update.time <= sim->render.time) : true); sim->percent_frame = (sim->render.time >= sim->update.time) ? min(1., ((double)(sim->render.time - sim->update.time) / (double)sim->update.ddt)) : sim->percent_frame; assert((0. <= sim->percent_frame) && (sim->percent_frame <= 1.)); // Loop state update. sim->frame += (update_this_tick ? 1 : 0); sim->first_iter = false; out->frame = sim->frame; out->render_elapsed = sim->render.time; out->update_elapsed = sim->update.time; out->update_dt = sim->update.ddt; out->percent_frame = sim->percent_frame; out->should_update = update_this_tick; out->should_render = render_this_tick; }