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/* Simulation loop module.
*
* This implements a simulation loop but in a way that the client retains
* control flow. The client steps the loop and then checks whether the
* simulation must be updated and/or the result rendered.
*/
#pragma once
#include <timer.h>
#include <stdint.h>
typedef struct SimloopArgs {
int update_fps; ///< Update frame rate. Must be >0.
int max_render_fps; ///< Render frame rate cap. 0 to disable.
Timer* timer; ///< Timer that drives the simulation.
} SimloopArgs;
typedef struct SimloopOut {
uint64_t frame; ///< Frame counter.
time_delta render_elapsed; ///< Amount of time elapsed in the rendering.
time_delta update_elapsed; ///< Amount of time elapsed in the simulation.
time_delta update_dt; ///< Delta time for simulation updates.
int updates_pending; ///< Number of frames the simulation should produce.
bool should_render; ///< Whether the simulation should be rendered.
} SimloopOut;
typedef struct SimloopTimeline {
time_delta ddt; ///< Desired delta time.
time_point last_step; ///< Time of the last simulation step.
} SimloopTimeline;
typedef struct Simloop {
SimloopTimeline update; ///< Update timeline.
SimloopTimeline render; ///< Render timeline.
uint64_t frame; ///< Frame counter.
Timer* timer;
} Simloop;
/// Create a simulation loop.
Simloop simloop_make(const SimloopArgs*);
/// Step the simulation loop.
void simloop_update(Simloop*, SimloopOut*);
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