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https://github.com/TwilitRealm/dusklight
synced 2026-07-30 07:34:37 -04:00
Frame Interp: Game Clock Refactor & Ring Item Selection
This commit is contained in:
+10
-16
@@ -42,7 +42,6 @@
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#include "SSystem/SComponent/c_counter.h"
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#include <cstring>
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#include <chrono>
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#include <filesystem>
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#include <system_error>
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#include <thread>
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@@ -51,6 +50,7 @@
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#include "dusk/crash_reporting.h"
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#include "dusk/dusk.h"
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#include "dusk/frame_interpolation.h"
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#include "dusk/game_clock.h"
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#include "dusk/gyro.h"
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#include "dusk/imgui/ImGuiEngine.hpp"
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#include "dusk/logging.h"
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@@ -205,9 +205,7 @@ void main01(void) {
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if (preLaunchUIWindowSize.width != 0)
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mDoGph_gInf_c::setWindowSize(preLaunchUIWindowSize);
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constexpr float kSimStepSeconds = 1.0 / 30.0;
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auto previous_time = std::chrono::steady_clock::now();
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float accumulator = kSimStepSeconds;
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dusk::game_clock::ensure_initialized();
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do {
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// 1. Update Window Events
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@@ -234,10 +232,7 @@ void main01(void) {
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eventsDone:;
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auto current_time = std::chrono::steady_clock::now();
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float frame_seconds = std::chrono::duration<float>(current_time - previous_time).count();
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previous_time = current_time;
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accumulator += frame_seconds;
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const dusk::game_clock::MainLoopPacer pacing = dusk::game_clock::advance_main_loop();
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VIWaitForRetrace();
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@@ -247,16 +242,16 @@ void main01(void) {
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continue;
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}
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if (dusk::getSettings().game.enableFrameInterpolation && !dusk::getTransientSettings().skipFrameRateLimit) {
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if (accumulator >= kSimStepSeconds) {
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if (pacing.is_interpolating) {
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if (pacing.do_sim_tick) {
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dusk::frame_interp::set_ui_tick_pending(true);
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mDoCPd_c::read();
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dusk::gyro::read(kSimStepSeconds);
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dusk::gyro::read(pacing.sim_pace);
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fapGm_Execute();
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mDoAud_Execute();
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accumulator = 0.0f;
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dusk::game_clock::reset_accumulator();
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}
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dusk::frame_interp::interpolate(static_cast<float>(accumulator / kSimStepSeconds));
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dusk::frame_interp::interpolate(pacing.interpolation_step);
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{
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dusk::frame_interp::PresentationCameraScope presentation_camera;
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cAPIGph_Painter();
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@@ -264,11 +259,10 @@ void main01(void) {
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dusk::frame_interp::set_ui_tick_pending(false);
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} else {
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dusk::frame_interp::set_ui_tick_pending(true);
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accumulator = 0.0f;
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// Game Inputs
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mDoCPd_c::read();
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dusk::gyro::read(frame_seconds);
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dusk::gyro::read(pacing.presentation_dt_seconds);
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// EXECUTE GAME LOGIC & RENDER
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// This calls mDoGph_Painter -> JFWDisplay -> GX Functions
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