remove timings print
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@ -3,7 +3,6 @@
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#include <raylib.h>
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#define PRINT_TIMINGS
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#define BARNES_HUT // Use octree BH instead of uniform grid
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// #define WEB // Disables multithreading
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66
src/main.cpp
66
src/main.cpp
@ -5,16 +5,9 @@
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#include "state.hpp"
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#include "tracy.hpp"
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#include <iostream>
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#include <raylib.h>
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#include <raymath.h>
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#include <tracy/Tracy.hpp>
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// #include <tracy/TracyOpenGL.hpp>
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#ifdef PRINT_TIMINGS
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#include <chrono>
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#include <ratio>
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#endif
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// TODO: Klotski state file loading
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// - File should contain a single state per line, multiple lines possible
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@ -41,8 +34,6 @@ auto main(int argc, char *argv[]) -> int {
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SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN);
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InitWindow(INITIAL_WIDTH * 2, INITIAL_HEIGHT + MENU_HEIGHT, "MassSprings");
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// TracyGpuContext;
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// Game setup
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OrbitCamera3D camera;
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Renderer renderer(camera);
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@ -51,16 +42,7 @@ auto main(int argc, char *argv[]) -> int {
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InputHandler input(state, renderer);
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// Game loop
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#ifdef PRINT_TIMINGS
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double last_print_time = GetTime();
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std::chrono::duration<double, std::milli> physics_time_accumulator =
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std::chrono::duration<double, std::milli>(0);
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std::chrono::duration<double, std::milli> render_time_accumulator =
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std::chrono::duration<double, std::milli>(0);
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long loop_count = 0;
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#endif
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double timestep_accumulator = 0.0;
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long update_accumulator = 0;
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while (!WindowShouldClose()) {
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timestep_accumulator += GetFrameTime();
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@ -70,40 +52,22 @@ auto main(int argc, char *argv[]) -> int {
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state.UpdateGraph(); // Add state added after user input
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// Physics update
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#ifdef PRINT_TIMINGS
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std::chrono::high_resolution_clock::time_point ps =
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std::chrono::high_resolution_clock::now();
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#endif
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// Do not try to catch up if we're falling behind. Frametimes would get
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// larger, resulting in more catching up, resulting in even larger
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// frametimes.
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// while (timestep_accumulator > TIMESTEP) {
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if (timestep_accumulator > TIMESTEP) {
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// Do not try to catch up if we're falling behind. Frametimes would get
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// larger, resulting in more catching up, resulting in even larger
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// frametimes -> death spiral.
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mass_springs.ClearForces();
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mass_springs.CalculateSpringForces();
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mass_springs.CalculateRepulsionForces();
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mass_springs.VerletUpdate(TIMESTEP * SIM_SPEED);
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timestep_accumulator -= TIMESTEP;
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update_accumulator++;
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}
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#ifdef PRINT_TIMINGS
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std::chrono::high_resolution_clock::time_point pe =
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std::chrono::high_resolution_clock::now();
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physics_time_accumulator += pe - ps;
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#endif
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// Update the camera after the physics, so target lock is smooth
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camera.Update(mass_springs.GetMass(state.current_state).position);
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// Rendering
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#ifdef PRINT_TIMINGS
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std::chrono::high_resolution_clock::time_point rs =
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std::chrono::high_resolution_clock::now();
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#endif
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renderer.UpdateTextureSizes();
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renderer.DrawMassSprings(mass_springs, state.current_state,
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state.starting_state, state.winning_states,
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@ -115,30 +79,6 @@ auto main(int argc, char *argv[]) -> int {
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renderer.DrawMenu(mass_springs, state.current_preset, state.current_state,
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state.winning_states);
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renderer.DrawTextures();
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#ifdef PRINT_TIMINGS
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std::chrono::high_resolution_clock::time_point re =
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std::chrono::high_resolution_clock::now();
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render_time_accumulator += re - rs;
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loop_count++;
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if (GetTime() - last_print_time > 10.0) {
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std::cout << " - Physics time avg: "
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<< physics_time_accumulator / loop_count << "." << std::endl;
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std::cout << " - Render time avg: "
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<< render_time_accumulator / loop_count << "." << std::endl;
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std::cout << " - Physics updates avg: "
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<< static_cast<float>(update_accumulator) / loop_count
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<< "x per frame ("
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<< static_cast<int>(timestep_accumulator / TIMESTEP)
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<< "x behind)." << std::endl;
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last_print_time = GetTime();
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physics_time_accumulator = std::chrono::duration<double, std::milli>(0);
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render_time_accumulator = std::chrono::duration<double, std::milli>(0);
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loop_count = 0;
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update_accumulator = 0;
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}
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#endif
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}
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CloseWindow();
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