mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
748 lines
26 KiB
C++
748 lines
26 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code 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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Common_local.h"
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#include "../renderer/Image.h"
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#include "../renderer/ImageOpts.h"
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#include "../../doomclassic/doom/doomlib.h"
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#include "../../doomclassic/doom/globaldata.h"
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/*
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New for tech4x:
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Unlike previous SMP work, the actual GPU command drawing is done in the main thread, which avoids the
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OpenGL problems with needing windows to be created by the same thread that creates the context, as well
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as the issues with passing context ownership back and forth on the 360.
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The game tic and the generation of the draw command list is now run in a separate thread, and overlapped
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with the interpretation of the previous draw command list.
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While the game tic should be nicely contained, the draw command generation winds through the user interface
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code, and is potentially hazardous. For now, the overlap will be restricted to the renderer back end,
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which should also be nicely contained.
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*/
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#define DEFAULT_FIXED_TIC "0"
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#define DEFAULT_NO_SLEEP "0"
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idCVar com_deltaTimeClamp( "com_deltaTimeClamp", "50", CVAR_INTEGER, "don't process more than this time in a single frame" );
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idCVar com_fixedTic( "com_fixedTic", DEFAULT_FIXED_TIC, CVAR_BOOL, "run a single game frame per render frame" );
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idCVar com_noSleep( "com_noSleep", DEFAULT_NO_SLEEP, CVAR_BOOL, "don't sleep if the game is running too fast" );
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idCVar com_smp( "com_smp", "1", CVAR_BOOL|CVAR_SYSTEM|CVAR_NOCHEAT, "run the game and draw code in a separate thread" );
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idCVar com_aviDemoSamples( "com_aviDemoSamples", "16", CVAR_SYSTEM, "" );
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idCVar com_aviDemoWidth( "com_aviDemoWidth", "256", CVAR_SYSTEM, "" );
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idCVar com_aviDemoHeight( "com_aviDemoHeight", "256", CVAR_SYSTEM, "" );
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idCVar com_skipGameDraw( "com_skipGameDraw", "0", CVAR_SYSTEM | CVAR_BOOL, "" );
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idCVar com_sleepGame( "com_sleepGame", "0", CVAR_SYSTEM | CVAR_INTEGER, "intentionally add a sleep in the game time" );
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idCVar com_sleepDraw( "com_sleepDraw", "0", CVAR_SYSTEM | CVAR_INTEGER, "intentionally add a sleep in the draw time" );
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idCVar com_sleepRender( "com_sleepRender", "0", CVAR_SYSTEM | CVAR_INTEGER, "intentionally add a sleep in the render time" );
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idCVar net_drawDebugHud( "net_drawDebugHud", "0", CVAR_SYSTEM | CVAR_INTEGER, "0 = None, 1 = Hud 1, 2 = Hud 2, 3 = Snapshots" );
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idCVar timescale( "timescale", "1", CVAR_SYSTEM | CVAR_FLOAT, "Number of game frames to run per render frame", 0.001f, 100.0f );
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extern idCVar in_useJoystick;
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extern idCVar in_joystickRumble;
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/*
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===============
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idGameThread::Run
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Run in a background thread for performance, but can also
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be called directly in the foreground thread for comparison.
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===============
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*/
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int idGameThread::Run() {
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commonLocal.frameTiming.startGameTime = Sys_Microseconds();
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// debugging tool to test frame dropping behavior
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if ( com_sleepGame.GetInteger() ) {
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Sys_Sleep( com_sleepGame.GetInteger() );
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}
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if ( numGameFrames == 0 ) {
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// Ensure there's no stale gameReturn data from a paused game
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ret = gameReturn_t();
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}
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if ( isClient ) {
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// run the game logic
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for ( int i = 0; i < numGameFrames; i++ ) {
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SCOPED_PROFILE_EVENT( "Client Prediction" );
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if ( userCmdMgr ) {
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game->ClientRunFrame( *userCmdMgr, ( i == numGameFrames - 1 ), ret );
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}
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if ( ret.syncNextGameFrame || ret.sessionCommand[0] != 0 ) {
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break;
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}
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}
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} else {
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// run the game logic
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for ( int i = 0; i < numGameFrames; i++ ) {
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SCOPED_PROFILE_EVENT( "GameTic" );
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if ( userCmdMgr ) {
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game->RunFrame( *userCmdMgr, ret );
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}
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if ( ret.syncNextGameFrame || ret.sessionCommand[0] != 0 ) {
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break;
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}
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}
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}
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// we should have consumed all of our usercmds
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if ( userCmdMgr ) {
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if ( userCmdMgr->HasUserCmdForPlayer( game->GetLocalClientNum() ) && common->GetCurrentGame() == DOOM3_BFG ) {
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idLib::Printf( "idGameThread::Run: didn't consume all usercmds\n" );
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}
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}
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commonLocal.frameTiming.finishGameTime = Sys_Microseconds();
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SetThreadGameTime( ( commonLocal.frameTiming.finishGameTime - commonLocal.frameTiming.startGameTime ) / 1000 );
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// build render commands and geometry
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{
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SCOPED_PROFILE_EVENT( "Draw" );
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commonLocal.Draw();
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}
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commonLocal.frameTiming.finishDrawTime = Sys_Microseconds();
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SetThreadRenderTime( ( commonLocal.frameTiming.finishDrawTime - commonLocal.frameTiming.finishGameTime ) / 1000 );
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SetThreadTotalTime( ( commonLocal.frameTiming.finishDrawTime - commonLocal.frameTiming.startGameTime ) / 1000 );
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return 0;
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}
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/*
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===============
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idGameThread::RunGameAndDraw
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===============
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*/
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gameReturn_t idGameThread::RunGameAndDraw( int numGameFrames_, idUserCmdMgr & userCmdMgr_, bool isClient_, int startGameFrame ) {
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// this should always immediately return
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this->WaitForThread();
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// save the usercmds for the background thread to pick up
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userCmdMgr = &userCmdMgr_;
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isClient = isClient_;
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// grab the return value created by the last thread execution
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gameReturn_t latchedRet = ret;
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numGameFrames = numGameFrames_;
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// start the thread going
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if ( com_smp.GetBool() == false ) {
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// run it in the main thread so PIX profiling catches everything
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Run();
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} else {
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this->SignalWork();
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}
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// return the latched result while the thread runs in the background
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return latchedRet;
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}
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/*
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===============
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idCommonLocal::DrawWipeModel
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Draw the fade material over everything that has been drawn
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===============
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*/
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void idCommonLocal::DrawWipeModel() {
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if ( wipeStartTime >= wipeStopTime ) {
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return;
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}
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int currentTime = Sys_Milliseconds();
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if ( !wipeHold && currentTime > wipeStopTime ) {
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return;
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}
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float fade = ( float )( currentTime - wipeStartTime ) / ( wipeStopTime - wipeStartTime );
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renderSystem->SetColor4( 1, 1, 1, fade );
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renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, wipeMaterial );
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}
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/*
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===============
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idCommonLocal::Draw
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===============
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*/
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void idCommonLocal::Draw() {
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// debugging tool to test frame dropping behavior
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if ( com_sleepDraw.GetInteger() ) {
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Sys_Sleep( com_sleepDraw.GetInteger() );
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}
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if ( loadGUI != NULL ) {
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loadGUI->Render( renderSystem, Sys_Milliseconds() );
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} else if ( currentGame == DOOM_CLASSIC || currentGame == DOOM2_CLASSIC ) {
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const float sysWidth = renderSystem->GetWidth() * renderSystem->GetPixelAspect();
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const float sysHeight = renderSystem->GetHeight();
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const float sysAspect = sysWidth / sysHeight;
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const float doomAspect = 4.0f / 3.0f;
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const float adjustment = sysAspect / doomAspect;
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const float barHeight = ( adjustment >= 1.0f ) ? 0.0f : ( 1.0f - adjustment ) * (float)SCREEN_HEIGHT * 0.25f;
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const float barWidth = ( adjustment <= 1.0f ) ? 0.0f : ( adjustment - 1.0f ) * (float)SCREEN_WIDTH * 0.25f;
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if ( barHeight > 0.0f ) {
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renderSystem->SetColor( colorBlack );
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renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, barHeight, 0, 0, 1, 1, whiteMaterial );
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renderSystem->DrawStretchPic( 0, SCREEN_HEIGHT - barHeight, SCREEN_WIDTH, barHeight, 0, 0, 1, 1, whiteMaterial );
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}
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if ( barWidth > 0.0f ) {
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renderSystem->SetColor( colorBlack );
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renderSystem->DrawStretchPic( 0, 0, barWidth, SCREEN_HEIGHT, 0, 0, 1, 1, whiteMaterial );
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renderSystem->DrawStretchPic( SCREEN_WIDTH - barWidth, 0, barWidth, SCREEN_HEIGHT, 0, 0, 1, 1, whiteMaterial );
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}
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renderSystem->SetColor4( 1, 1, 1, 1 );
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renderSystem->DrawStretchPic( barWidth, barHeight, SCREEN_WIDTH - barWidth * 2.0f, SCREEN_HEIGHT - barHeight * 2.0f, 0, 0, 1, 1, doomClassicMaterial );
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} else if ( game && game->Shell_IsActive() ) {
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bool gameDraw = game->Draw( game->GetLocalClientNum() );
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if ( !gameDraw ) {
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renderSystem->SetColor( colorBlack );
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renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 1, 1, whiteMaterial );
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}
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game->Shell_Render();
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} else if ( readDemo ) {
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renderWorld->RenderScene( ¤tDemoRenderView );
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renderSystem->DrawDemoPics();
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} else if ( mapSpawned ) {
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bool gameDraw = false;
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// normal drawing for both single and multi player
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if ( !com_skipGameDraw.GetBool() && Game()->GetLocalClientNum() >= 0 ) {
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// draw the game view
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int start = Sys_Milliseconds();
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if ( game ) {
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gameDraw = game->Draw( Game()->GetLocalClientNum() );
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}
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int end = Sys_Milliseconds();
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time_gameDraw += ( end - start ); // note time used for com_speeds
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}
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if ( !gameDraw ) {
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renderSystem->SetColor( colorBlack );
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renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, whiteMaterial );
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}
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// save off the 2D drawing from the game
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if ( writeDemo ) {
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renderSystem->WriteDemoPics();
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}
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} else {
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renderSystem->SetColor4( 0, 0, 0, 1 );
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renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 1, 1, whiteMaterial );
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}
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{
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SCOPED_PROFILE_EVENT( "Post-Draw" );
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// draw the wipe material on top of this if it hasn't completed yet
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DrawWipeModel();
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Dialog().Render( loadGUI != NULL );
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// draw the half console / notify console on top of everything
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console->Draw( false );
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}
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}
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/*
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===============
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idCommonLocal::UpdateScreen
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This is an out-of-sequence screen update, not the normal game rendering
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===============
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*/
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void idCommonLocal::UpdateScreen( bool captureToImage ) {
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if ( insideUpdateScreen ) {
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return;
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}
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insideUpdateScreen = true;
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// make sure the game / draw thread has completed
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gameThread.WaitForThread();
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// release the mouse capture back to the desktop
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Sys_GrabMouseCursor( false );
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// build all the draw commands without running a new game tic
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Draw();
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if ( captureToImage ) {
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renderSystem->CaptureRenderToImage( "_currentRender", false );
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}
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// this should exit right after vsync, with the GPU idle and ready to draw
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const emptyCommand_t * cmd = renderSystem->SwapCommandBuffers( &time_frontend, &time_backend, &time_shadows, &time_gpu );
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// get the GPU busy with new commands
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renderSystem->RenderCommandBuffers( cmd );
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insideUpdateScreen = false;
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}
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/*
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================
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idCommonLocal::ProcessGameReturn
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================
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*/
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void idCommonLocal::ProcessGameReturn( const gameReturn_t & ret ) {
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// set joystick rumble
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if ( in_useJoystick.GetBool() && in_joystickRumble.GetBool() && !game->Shell_IsActive() && session->GetSignInManager().GetMasterInputDevice() >= 0 ) {
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Sys_SetRumble( session->GetSignInManager().GetMasterInputDevice(), ret.vibrationLow, ret.vibrationHigh ); // Only set the rumble on the active controller
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} else {
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for ( int i = 0; i < MAX_INPUT_DEVICES; i++ ) {
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Sys_SetRumble( i, 0, 0 );
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}
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}
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syncNextGameFrame = ret.syncNextGameFrame;
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if ( ret.sessionCommand[0] ) {
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idCmdArgs args;
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args.TokenizeString( ret.sessionCommand, false );
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if ( !idStr::Icmp( args.Argv(0), "map" ) ) {
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MoveToNewMap( args.Argv( 1 ), false );
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} else if ( !idStr::Icmp( args.Argv(0), "devmap" ) ) {
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MoveToNewMap( args.Argv( 1 ), true );
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} else if ( !idStr::Icmp( args.Argv(0), "died" ) ) {
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if ( !IsMultiplayer() ) {
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game->Shell_Show( true );
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}
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} else if ( !idStr::Icmp( args.Argv(0), "disconnect" ) ) {
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cmdSystem->BufferCommandText( CMD_EXEC_INSERT, "stoprecording ; disconnect" );
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} else if ( !idStr::Icmp( args.Argv(0), "endOfDemo" ) ) {
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cmdSystem->BufferCommandText( CMD_EXEC_NOW, "endOfDemo" );
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}
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}
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}
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extern idCVar com_forceGenericSIMD;
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/*
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=================
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idCommonLocal::Frame
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=================
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*/
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void idCommonLocal::Frame() {
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try {
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SCOPED_PROFILE_EVENT( "Common::Frame" );
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// This is the only place this is incremented
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idLib::frameNumber++;
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// allow changing SIMD usage on the fly
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if ( com_forceGenericSIMD.IsModified() ) {
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idSIMD::InitProcessor( "doom", com_forceGenericSIMD.GetBool() );
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com_forceGenericSIMD.ClearModified();
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}
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// Do the actual switch between Doom 3 and the classics here so
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// that things don't get confused in the middle of the frame.
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PerformGameSwitch();
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// pump all the events
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Sys_GenerateEvents();
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// write config file if anything changed
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WriteConfiguration();
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eventLoop->RunEventLoop();
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// Activate the shell if it's been requested
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if ( showShellRequested && game ) {
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game->Shell_Show( true );
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showShellRequested = false;
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}
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// if the console or another gui is down, we don't need to hold the mouse cursor
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bool chatting = false;
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if ( console->Active() || Dialog().IsDialogActive() || session->IsSystemUIShowing() || ( game && game->InhibitControls() && !IsPlayingDoomClassic() ) ) {
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Sys_GrabMouseCursor( false );
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usercmdGen->InhibitUsercmd( INHIBIT_SESSION, true );
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chatting = true;
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} else {
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Sys_GrabMouseCursor( true );
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usercmdGen->InhibitUsercmd( INHIBIT_SESSION, false );
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}
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const bool pauseGame = ( !mapSpawned || ( !IsMultiplayer() && ( Dialog().IsDialogPausing() || session->IsSystemUIShowing() || ( game && game->Shell_IsActive() ) ) ) ) && !IsPlayingDoomClassic();
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// save the screenshot and audio from the last draw if needed
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if ( aviCaptureMode ) {
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idStr name = va("demos/%s/%s_%05i.tga", aviDemoShortName.c_str(), aviDemoShortName.c_str(), aviDemoFrameCount++ );
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renderSystem->TakeScreenshot( com_aviDemoWidth.GetInteger(), com_aviDemoHeight.GetInteger(), name, com_aviDemoSamples.GetInteger(), NULL );
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// remove any printed lines at the top before taking the screenshot
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console->ClearNotifyLines();
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// this will call Draw, possibly multiple times if com_aviDemoSamples is > 1
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renderSystem->TakeScreenshot( com_aviDemoWidth.GetInteger(), com_aviDemoHeight.GetInteger(), name, com_aviDemoSamples.GetInteger(), NULL );
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}
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//--------------------------------------------
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// wait for the GPU to finish drawing
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//
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// It is imporant to minimize the time spent between this
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// section and the call to renderSystem->RenderCommandBuffers(),
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// because the GPU is completely idle.
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//--------------------------------------------
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// this should exit right after vsync, with the GPU idle and ready to draw
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// This may block if the GPU isn't finished renderng the previous frame.
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frameTiming.startSyncTime = Sys_Microseconds();
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const emptyCommand_t * renderCommands = NULL;
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if ( com_smp.GetBool() ) {
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renderCommands = renderSystem->SwapCommandBuffers( &time_frontend, &time_backend, &time_shadows, &time_gpu );
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} else {
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// the GPU will stay idle through command generation for minimal
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// input latency
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renderSystem->SwapCommandBuffers_FinishRendering( &time_frontend, &time_backend, &time_shadows, &time_gpu );
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}
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frameTiming.finishSyncTime = Sys_Microseconds();
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//--------------------------------------------
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// Determine how many game tics we are going to run,
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// now that the previous frame is completely finished.
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//
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// It is important that any waiting on the GPU be done
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// before this, or there will be a bad stuttering when
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// dropping frames for performance management.
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//--------------------------------------------
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// input:
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// thisFrameTime
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// com_noSleep
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// com_engineHz
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// com_fixedTic
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// com_deltaTimeClamp
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// IsMultiplayer
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//
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// in/out state:
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// gameFrame
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// gameTimeResidual
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// lastFrameTime
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// syncNextFrame
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//
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// Output:
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// numGameFrames
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// How many game frames to run
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int numGameFrames = 0;
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for(;;) {
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const int thisFrameTime = Sys_Milliseconds();
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static int lastFrameTime = thisFrameTime; // initialized only the first time
|
|
const int deltaMilliseconds = thisFrameTime - lastFrameTime;
|
|
lastFrameTime = thisFrameTime;
|
|
|
|
// if there was a large gap in time since the last frame, or the frame
|
|
// rate is very very low, limit the number of frames we will run
|
|
const int clampedDeltaMilliseconds = Min( deltaMilliseconds, com_deltaTimeClamp.GetInteger() );
|
|
|
|
gameTimeResidual += clampedDeltaMilliseconds * timescale.GetFloat();
|
|
|
|
// don't run any frames when paused
|
|
if ( pauseGame ) {
|
|
gameFrame++;
|
|
gameTimeResidual = 0;
|
|
break;
|
|
}
|
|
|
|
// debug cvar to force multiple game tics
|
|
if ( com_fixedTic.GetInteger() > 0 ) {
|
|
numGameFrames = com_fixedTic.GetInteger();
|
|
gameFrame += numGameFrames;
|
|
gameTimeResidual = 0;
|
|
break;
|
|
}
|
|
|
|
if ( syncNextGameFrame ) {
|
|
// don't sleep at all
|
|
syncNextGameFrame = false;
|
|
gameFrame++;
|
|
numGameFrames++;
|
|
gameTimeResidual = 0;
|
|
break;
|
|
}
|
|
|
|
for ( ;; ) {
|
|
// How much time to wait before running the next frame,
|
|
// based on com_engineHz
|
|
const int frameDelay = FRAME_TO_MSEC( gameFrame + 1 ) - FRAME_TO_MSEC( gameFrame );
|
|
if ( gameTimeResidual < frameDelay ) {
|
|
break;
|
|
}
|
|
gameTimeResidual -= frameDelay;
|
|
gameFrame++;
|
|
numGameFrames++;
|
|
// if there is enough residual left, we may run additional frames
|
|
}
|
|
|
|
if ( numGameFrames > 0 ) {
|
|
// ready to actually run them
|
|
break;
|
|
}
|
|
|
|
// if we are vsyncing, we always want to run at least one game
|
|
// frame and never sleep, which might happen due to scheduling issues
|
|
// if we were just looking at real time.
|
|
if ( com_noSleep.GetBool() ) {
|
|
numGameFrames = 1;
|
|
gameFrame += numGameFrames;
|
|
gameTimeResidual = 0;
|
|
break;
|
|
}
|
|
|
|
// not enough time has passed to run a frame, as might happen if
|
|
// we don't have vsync on, or the monitor is running at 120hz while
|
|
// com_engineHz is 60, so sleep a bit and check again
|
|
Sys_Sleep( 0 );
|
|
}
|
|
|
|
//--------------------------------------------
|
|
// It would be better to push as much of this as possible
|
|
// either before or after the renderSystem->SwapCommandBuffers(),
|
|
// because the GPU is completely idle.
|
|
//--------------------------------------------
|
|
|
|
// Update session and syncronize to the new session state after sleeping
|
|
session->UpdateSignInManager();
|
|
session->Pump();
|
|
session->ProcessSnapAckQueue();
|
|
|
|
if ( session->GetState() == idSession::LOADING ) {
|
|
// If the session reports we should be loading a map, load it!
|
|
ExecuteMapChange();
|
|
mapSpawnData.savegameFile = NULL;
|
|
mapSpawnData.persistentPlayerInfo.Clear();
|
|
return;
|
|
} else if ( session->GetState() != idSession::INGAME && mapSpawned ) {
|
|
// If the game is running, but the session reports we are not in a game, disconnect
|
|
// This happens when a server disconnects us or we sign out
|
|
LeaveGame();
|
|
return;
|
|
}
|
|
|
|
if ( mapSpawned && !pauseGame ) {
|
|
if ( IsClient() ) {
|
|
RunNetworkSnapshotFrame();
|
|
}
|
|
}
|
|
|
|
ExecuteReliableMessages();
|
|
|
|
// send frame and mouse events to active guis
|
|
GuiFrameEvents();
|
|
|
|
//--------------------------------------------
|
|
// Prepare usercmds and kick off the game processing
|
|
// in a background thread
|
|
//--------------------------------------------
|
|
|
|
// get the previous usercmd for bypassed head tracking transform
|
|
const usercmd_t previousCmd = usercmdGen->GetCurrentUsercmd();
|
|
|
|
// build a new usercmd
|
|
int deviceNum = session->GetSignInManager().GetMasterInputDevice();
|
|
usercmdGen->BuildCurrentUsercmd( deviceNum );
|
|
if ( deviceNum == -1 ) {
|
|
for ( int i = 0; i < MAX_INPUT_DEVICES; i++ ) {
|
|
Sys_PollJoystickInputEvents( i );
|
|
Sys_EndJoystickInputEvents();
|
|
}
|
|
}
|
|
if ( pauseGame ) {
|
|
usercmdGen->Clear();
|
|
}
|
|
|
|
usercmd_t newCmd = usercmdGen->GetCurrentUsercmd();
|
|
|
|
// Store server game time - don't let time go past last SS time in case we are extrapolating
|
|
if ( IsClient() ) {
|
|
newCmd.serverGameMilliseconds = std::min( Game()->GetServerGameTimeMs(), Game()->GetSSEndTime() );
|
|
} else {
|
|
newCmd.serverGameMilliseconds = Game()->GetServerGameTimeMs();
|
|
}
|
|
|
|
userCmdMgr.MakeReadPtrCurrentForPlayer( Game()->GetLocalClientNum() );
|
|
|
|
// Stuff a copy of this userCmd for each game frame we are going to run.
|
|
// Ideally, the usercmds would be built in another thread so you could
|
|
// still get 60hz control accuracy when the game is running slower.
|
|
for ( int i = 0 ; i < numGameFrames ; i++ ) {
|
|
newCmd.clientGameMilliseconds = FRAME_TO_MSEC( gameFrame-numGameFrames+i+1 );
|
|
userCmdMgr.PutUserCmdForPlayer( game->GetLocalClientNum(), newCmd );
|
|
}
|
|
|
|
// If we're in Doom or Doom 2, run tics and upload the new texture.
|
|
if ( ( GetCurrentGame() == DOOM_CLASSIC || GetCurrentGame() == DOOM2_CLASSIC ) && !( Dialog().IsDialogPausing() || session->IsSystemUIShowing() ) ) {
|
|
RunDoomClassicFrame();
|
|
}
|
|
|
|
// start the game / draw command generation thread going in the background
|
|
gameReturn_t ret = gameThread.RunGameAndDraw( numGameFrames, userCmdMgr, IsClient(), gameFrame - numGameFrames );
|
|
|
|
if ( !com_smp.GetBool() ) {
|
|
// in non-smp mode, run the commands we just generated, instead of
|
|
// frame-delayed ones from a background thread
|
|
renderCommands = renderSystem->SwapCommandBuffers_FinishCommandBuffers();
|
|
}
|
|
|
|
//----------------------------------------
|
|
// Run the render back end, getting the GPU busy with new commands
|
|
// ASAP to minimize the pipeline bubble.
|
|
//----------------------------------------
|
|
frameTiming.startRenderTime = Sys_Microseconds();
|
|
renderSystem->RenderCommandBuffers( renderCommands );
|
|
if ( com_sleepRender.GetInteger() > 0 ) {
|
|
// debug tool to test frame adaption
|
|
Sys_Sleep( com_sleepRender.GetInteger() );
|
|
}
|
|
frameTiming.finishRenderTime = Sys_Microseconds();
|
|
|
|
// make sure the game / draw thread has completed
|
|
// This may block if the game is taking longer than the render back end
|
|
gameThread.WaitForThread();
|
|
|
|
// Send local usermds to the server.
|
|
// This happens after the game frame has run so that prediction data is up to date.
|
|
SendUsercmds( Game()->GetLocalClientNum() );
|
|
|
|
// Now that we have an updated game frame, we can send out new snapshots to our clients
|
|
session->Pump(); // Pump to get updated usercmds to relay
|
|
SendSnapshots();
|
|
|
|
// Render the sound system using the latest commands from the game thread
|
|
if ( pauseGame ) {
|
|
soundWorld->Pause();
|
|
soundSystem->SetPlayingSoundWorld( menuSoundWorld );
|
|
} else {
|
|
soundWorld->UnPause();
|
|
soundSystem->SetPlayingSoundWorld( soundWorld );
|
|
}
|
|
soundSystem->Render();
|
|
|
|
// process the game return for map changes, etc
|
|
ProcessGameReturn( ret );
|
|
|
|
idLobbyBase & lobby = session->GetActivePlatformLobbyBase();
|
|
if ( lobby.HasActivePeers() ) {
|
|
if ( net_drawDebugHud.GetInteger() == 1 ) {
|
|
lobby.DrawDebugNetworkHUD();
|
|
}
|
|
if ( net_drawDebugHud.GetInteger() == 2 ) {
|
|
lobby.DrawDebugNetworkHUD2();
|
|
}
|
|
lobby.DrawDebugNetworkHUD_ServerSnapshotMetrics( net_drawDebugHud.GetInteger() == 3 );
|
|
}
|
|
|
|
// report timing information
|
|
if ( com_speeds.GetBool() ) {
|
|
static int lastTime = Sys_Milliseconds();
|
|
int nowTime = Sys_Milliseconds();
|
|
int com_frameMsec = nowTime - lastTime;
|
|
lastTime = nowTime;
|
|
Printf( "frame:%d all:%3d gfr:%3d rf:%3lld bk:%3lld\n", idLib::frameNumber, com_frameMsec, time_gameFrame, time_frontend / 1000, time_backend / 1000 );
|
|
time_gameFrame = 0;
|
|
time_gameDraw = 0;
|
|
}
|
|
|
|
// the FPU stack better be empty at this point or some bad code or compiler bug left values on the stack
|
|
if ( !Sys_FPU_StackIsEmpty() ) {
|
|
Printf( Sys_FPU_GetState() );
|
|
FatalError( "idCommon::Frame: the FPU stack is not empty at the end of the frame\n" );
|
|
}
|
|
|
|
mainFrameTiming = frameTiming;
|
|
|
|
session->GetSaveGameManager().Pump();
|
|
} catch( idException & ) {
|
|
return; // an ERP_DROP was thrown
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idCommonLocal::RunDoomClassicFrame
|
|
=================
|
|
*/
|
|
void idCommonLocal::RunDoomClassicFrame() {
|
|
static int doomTics = 0;
|
|
|
|
if( DoomLib::expansionDirty ) {
|
|
|
|
// re-Initialize the Doom Engine.
|
|
DoomLib::Interface.Shutdown();
|
|
DoomLib::Interface.Startup( 1, false );
|
|
DoomLib::expansionDirty = false;
|
|
}
|
|
|
|
|
|
if ( DoomLib::Interface.Frame( doomTics, &userCmdMgr ) ) {
|
|
Globals *data = (Globals*)DoomLib::GetGlobalData( 0 );
|
|
|
|
idArray< unsigned int, 256 > palette;
|
|
std::copy( data->XColorMap, data->XColorMap + palette.Num(), palette.Ptr() );
|
|
|
|
// Do the palette lookup.
|
|
for ( int row = 0; row < DOOMCLASSIC_RENDERHEIGHT; ++row ) {
|
|
for ( int column = 0; column < DOOMCLASSIC_RENDERWIDTH; ++column ) {
|
|
const int doomScreenPixelIndex = row * DOOMCLASSIC_RENDERWIDTH + column;
|
|
const byte paletteIndex = data->screens[0][doomScreenPixelIndex];
|
|
const unsigned int paletteColor = palette[paletteIndex];
|
|
const byte red = (paletteColor & 0xFF000000) >> 24;
|
|
const byte green = (paletteColor & 0x00FF0000) >> 16;
|
|
const byte blue = (paletteColor & 0x0000FF00) >> 8;
|
|
|
|
const int imageDataPixelIndex = row * DOOMCLASSIC_RENDERWIDTH * DOOMCLASSIC_BYTES_PER_PIXEL + column * DOOMCLASSIC_BYTES_PER_PIXEL;
|
|
doomClassicImageData[imageDataPixelIndex] = red;
|
|
doomClassicImageData[imageDataPixelIndex + 1] = green;
|
|
doomClassicImageData[imageDataPixelIndex + 2] = blue;
|
|
doomClassicImageData[imageDataPixelIndex + 3] = 255;
|
|
}
|
|
}
|
|
}
|
|
|
|
renderSystem->UploadImage( "_doomClassic", doomClassicImageData.Ptr(), DOOMCLASSIC_RENDERWIDTH, DOOMCLASSIC_RENDERHEIGHT );
|
|
doomTics++;
|
|
}
|