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#include <simloop.h>
#include <assert.h>
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_ddt = ddt_from_fps(args->max_render_fps),
};
}
void simloop_update(Simloop* sim, simloop_time_t dt, SimloopOut* out) {
assert(sim);
assert(out);
sim->clock += dt;
// Simulation update.
// If the simulation 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 logic below.
// If the delta is too large, then we simply warp the simulation to the wall
// clock. This avoids the appearance of the simulation playing in fast-forward
// as it tries to catch up. Large time spikes can typically occur at the start
// of the simulation when the application loads assets, compiles shaders, etc.
static const uint64_t max_catchup_frames = 10;
const simloop_time_t delta = sim->clock - sim->update.time;
const uint64_t delta_frames = delta / sim->update.ddt;
const bool update_this_tick = delta >= sim->update.ddt;
const bool warp = delta_frames > max_catchup_frames;
sim->update.time =
warp ? sim->clock
: (sim->update.time + (update_this_tick ? sim->update.ddt : 0));
// Loop-state update.
sim->frame += (update_this_tick ? 1 : 0);
// Interpolator for smooth animation.
// 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->update.time <= sim->clock);
out->percent_frame = min(
1., (double)(sim->clock - sim->update.time) / (double)sim->update.ddt);
assert((0. <= out->percent_frame) && (out->percent_frame <= 1.));
// Render frame rate throttle.
// Note that if no max render fps is given, then render_ddt is 0. The logic
// works for both render_ddt>0 and =0.
// Need to be careful with subtraction since the quantities are unsigned.
// Subtract an epsilon to account for delays in thread scheduling.
static const simloop_time_t eps = 50'000; // 50us
out->throttle =
(sim->render_ddt > (dt - eps)) ? (sim->render_ddt - eps - dt) : 0;
out->frame = sim->frame;
out->update_elapsed = sim->update.time;
out->update_dt = sim->update.ddt;
out->should_update = update_this_tick;
}
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