mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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4a7f58938d
--HG-- branch : multipass-stereo
132 lines
3.3 KiB
C++
132 lines
3.3 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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#include "game_time.h"
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// STL includes
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// NeL includes
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// #include <nel/misc/debug.h>
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#include <nel/misc/value_smoother.h>
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#include <nel/misc/config_file.h>
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#include <nel/misc/time_nl.h>
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// Project includes
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#include "snowballs_client.h"
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#include "configuration.h"
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using namespace std;
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using namespace NLMISC;
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using namespace NL3D;
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namespace SBCLIENT {
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// impl note: at some point animation time can be linked to server as well
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// see version of time.cpp in snowballs5 experimental code
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static bool _SkipAnimationOnce;
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static NLMISC::TTime _TimeMs;
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static CValueSmootherTemplate<float> _FpsSmoother;
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namespace
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{
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NLMISC::TLocalTime a_LocalTimeDelta;
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NL3D::TGlobalAnimationTime a_AnimationTimeDelta;
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} /* anonymous namespace */
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static void cbFpsSmoothing(CConfigFile::CVar &var)
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{
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_FpsSmoother.init((uint)var.asInt());
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}
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void CGameTime::init()
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{
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_SkipAnimationOnce = true; // since we're loading ... ;)
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_TimeMs = NLMISC::CTime::getLocalTime();
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LocalTime = ((TLocalTime)_TimeMs) / 1000.0;
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LocalTimeDelta = 0.0;
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a_LocalTimeDelta = 0.0;
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AnimationTime = 0.0;
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AnimationTimeDelta = 0.f;
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a_AnimationTimeDelta = 0.0;
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FramesPerSecond = 0.f;
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FramesPerSecondSmooth = 0.f;
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CConfiguration::setAndCallback("FpsSmoothing", cbFpsSmoothing);
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}
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void CGameTime::release()
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{
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// could also call init again here just for fun but nothing useful otherwise
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CConfiguration::dropCallback("FpsSmoothing");
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_FpsSmoother.reset();
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}
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void CGameTime::updateTime()
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{
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TTime timems = NLMISC::CTime::getLocalTime();
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TTime deltams = timems - _TimeMs;
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_TimeMs = timems;
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if (!deltams) // time has not moved
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{
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// average of previous fps and this fps should be ok
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FramesPerSecond *= 3;
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a_LocalTimeDelta = 0.f;
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a_AnimationTimeDelta = 0.f;
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}
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else
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{
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FramesPerSecond = 1000.0f / (float)deltams;
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TLocalTime localTime = ((TLocalTime)timems) / 1000.0;
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a_LocalTimeDelta = localTime - LocalTime;
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if (_SkipAnimationOnce)
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{
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a_AnimationTimeDelta = 0.f;
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_SkipAnimationOnce = false;
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}
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else
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{
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a_AnimationTimeDelta = (TGlobalAnimationTime)a_LocalTimeDelta;
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}
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}
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_FpsSmoother.addValue(FramesPerSecond);
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FramesPerSecondSmooth = _FpsSmoother.getSmoothValue();
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}
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void CGameTime::advanceTime(double f)
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{
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LocalTimeDelta = a_LocalTimeDelta * f;
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LocalTime += LocalTimeDelta;
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TGlobalAnimationTime atd = a_AnimationTimeDelta * f;
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AnimationTimeDelta = (NL3D::TAnimationTime)atd;
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AnimationTime += atd;
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}
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void CGameTime::skipAnimationOnce()
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{
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_SkipAnimationOnce = true;
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}
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} /* namespace SBCLIENT */
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/* end of file */
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