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authorDavid Robillard <d@drobilla.net>2020-10-03 19:38:56 +0200
committerDavid Robillard <d@drobilla.net>2020-10-04 12:52:40 +0200
commitfab3bc3009cca6eb178e11626377492832f49164 (patch)
tree3dd08db2b8d24236919c1c2745b6cd7f5510ed1d /examples/pugl_shader_demo.c
parent0b876c3d4e87b65ea3b3f05ec3274b16600e47fc (diff)
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Use refresh rate to better drive example event loop
Diffstat (limited to 'examples/pugl_shader_demo.c')
-rw-r--r--examples/pugl_shader_demo.c35
1 files changed, 33 insertions, 2 deletions
diff --git a/examples/pugl_shader_demo.c b/examples/pugl_shader_demo.c
index 24ae2a6..70f9c41 100644
--- a/examples/pugl_shader_demo.c
+++ b/examples/pugl_shader_demo.c
@@ -46,6 +46,7 @@
#include "pugl/pugl.h"
#include "pugl/pugl_gl.h"
+#include <math.h>
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
@@ -71,6 +72,8 @@ typedef struct
GLuint vbo;
GLuint instanceVbo;
GLuint ibo;
+ double lastDrawDuration;
+ double lastFrameEndTime;
unsigned framesDrawn;
int glMajorVersion;
int glMinorVersion;
@@ -137,6 +140,9 @@ onExpose(PuglView* view)
(GLsizei)(app->numRects * 4));
++app->framesDrawn;
+
+ app->lastFrameEndTime = puglGetTime(puglGetWorld(view));
+ app->lastDrawDuration = app->lastFrameEndTime - time;
}
static PuglStatus
@@ -408,10 +414,35 @@ main(int argc, char** argv)
printViewHints(app.view);
puglShowWindow(app.view);
+ // Calculate ideal frame duration to drive the main loop at a good rate
+ const int refreshRate = puglGetViewHint(app.view, PUGL_REFRESH_RATE);
+ const double frameDuration = 1.0 / (double)refreshRate;
+
// Grind away, drawing continuously
- PuglFpsPrinter fpsPrinter = {puglGetTime(app.world)};
+ const double startTime = puglGetTime(app.world);
+ PuglFpsPrinter fpsPrinter = {startTime};
while (!app.quit) {
- puglUpdate(app.world, 0.0);
+ /* To minimize input latency and get smooth performance during window
+ resizing, we want to poll for events as long as possible before
+ starting to draw the next frame. This ensures that as many events
+ are consumed as possible before starting to draw, or, equivalently,
+ that the next rendered frame represents the latest events possible.
+ This is particularly important for mouse input and "live" window
+ resizing, where many events tend to pile up within a frame.
+
+ To do this, we keep track of the time when the last frame was
+ finished drawing, and how long it took to expose (and assume this is
+ relatively stable). Then, we can calculate how much time there is
+ from now until the time when we should start drawing to not miss the
+ deadline, and use that as the timeout for puglUpdate().
+ */
+
+ const double now = puglGetTime(app.world);
+ const double nextFrameEndTime = app.lastFrameEndTime + frameDuration;
+ const double nextExposeTime = nextFrameEndTime - app.lastDrawDuration;
+ const double timeout = fmax(0.0, nextExposeTime - now);
+
+ puglUpdate(app.world, timeout);
puglPrintFps(app.world, &fpsPrinter, &app.framesDrawn);
}