183 lines
4.9 KiB
C++
183 lines
4.9 KiB
C++
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///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2006, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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//----------------------------------------------------------------------------
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//
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// Timing control for the display thread of the playExr prgram
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//
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//----------------------------------------------------------------------------
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#include "Timer.h"
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#include <time.h>
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#ifdef _WIN32
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#include <windows.h>
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static int
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gettimeofday (struct timeval *tv, void *tz)
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{
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union
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{
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ULONGLONG ns100; // time since 1 Jan 1601 in 100ns units
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FILETIME ft;
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} now;
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GetSystemTimeAsFileTime (&now.ft);
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tv->tv_usec = long ((now.ns100 / 10LL) % 1000000LL);
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tv->tv_sec = long ((now.ns100 - 116444736000000000LL) / 10000000LL);
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return 0;
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}
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#endif
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Timer::Timer ():
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playState (RUNNING),
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_spf (1 / 24.0),
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_timingError (0),
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_framesSinceLastFpsFrame (0),
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_actualFrameRate (0)
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{
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gettimeofday (&_lastFrameTime, 0);
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_lastFpsFrameTime = _lastFrameTime;
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}
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void
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Timer::waitUntilNextFrameIsDue ()
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{
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if (playState != RUNNING)
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{
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//
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// If we are not running, reset all timing state
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// variables and return without waiting.
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//
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gettimeofday (&_lastFrameTime, 0);
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_timingError = 0;
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_lastFpsFrameTime = _lastFrameTime;
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_framesSinceLastFpsFrame = 0;
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return;
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}
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//
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// If less than _spf seconds have passed since the last frame
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// was displayed, sleep until exactly _spf seconds have gone by.
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//
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timeval now;
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gettimeofday (&now, 0);
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float timeSinceLastFrame = now.tv_sec - _lastFrameTime.tv_sec +
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(now.tv_usec - _lastFrameTime.tv_usec) * 1e-6f;
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float timeToSleep = _spf - timeSinceLastFrame - _timingError;
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#ifdef _WIN32
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if (timeToSleep > 0)
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Sleep (int (timeToSleep * 1000.0f));
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#else
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if (timeToSleep > 0)
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{
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timespec ts;
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ts.tv_sec = (time_t) timeToSleep;
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ts.tv_nsec = (long) ((timeToSleep - ts.tv_sec) * 1e9f);
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nanosleep (&ts, 0);
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}
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#endif
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//
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// If we slept, it is possible that we woke up a little too early
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// or a little too late. Keep track of the difference between
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// now and the exact time when we wanted to wake up; next time
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// we'll try sleep that much longer or shorter. This should
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// keep our average frame rate close to one fame every _spf seconds.
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//
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gettimeofday (&now, 0);
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timeSinceLastFrame = now.tv_sec - _lastFrameTime.tv_sec +
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(now.tv_usec - _lastFrameTime.tv_usec) * 1e-6f;
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_timingError += timeSinceLastFrame - _spf;
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if (_timingError < -2 * _spf)
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_timingError = -2 * _spf;
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if (_timingError > 2 * _spf)
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_timingError = 2 * _spf;
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_lastFrameTime = now;
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//
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// Calculate our actual frame rate, averaged over several frames.
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//
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if (_framesSinceLastFpsFrame >= 24)
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{
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float t = now.tv_sec - _lastFpsFrameTime.tv_sec +
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(now.tv_usec - _lastFpsFrameTime.tv_usec) * 1e-6f;
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if (t > 0)
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_actualFrameRate = _framesSinceLastFpsFrame / t;
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_framesSinceLastFpsFrame = 0;
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}
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if (_framesSinceLastFpsFrame == 0)
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_lastFpsFrameTime = now;
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_framesSinceLastFpsFrame += 1;
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}
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void
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Timer::setDesiredFrameRate (float fps)
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{
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_spf = 1 / fps;
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}
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float
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Timer::actualFrameRate ()
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{
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return _actualFrameRate;
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}
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