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The frame pacer repaints the client's 3D windows at the user's frame rate (HKCU\Software\T5DE\Graphics\FrameRate: 30, the default, adds nothing; 60, 120, 240, 360; 0 uncapped), so the client draws frames between its 30-per-second steps. Only when affordable: a window is asked once its last frame is drawn, and only if its frames take under three quarters of the interval; uncapped, the client is left idle a third of a frame between frames. The engine's stats now log frames per second. The extra frames show the same scene for now. Co-Authored-By: Claude Opus 5.5 <[email protected]>
25 lines
1.3 KiB
C++
25 lines
1.3 KiB
C++
#pragma once
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// Extra frames between the client's 30-per-second ticks. The client draws a 3D window's frame when the window gets
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// WM_PAINT, and steps its scene on its own timer (SceneWindow.dll's runApp: a step, then the window is invalidated);
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// its message loop also wakes for WM_PAINT between steps. So asking the windows to repaint more often makes the client
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// draw more frames, without stepping the scene. The rate is the user's (T5DE's settings, Graphics: HKCU\Software\T5DE\
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// Graphics, FrameRate): 30, the client's own and the default, adds nothing; 60, 120, 240 or 360 add frames between
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// ticks; 0 is uncapped.
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//
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// Drawing runs on the client's main thread, with its input and interface: extra frames are only asked for when they're
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// affordable. A window gets one only once its last frame is drawn, and only if its frames take less than three
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// quarters of the interval; uncapped, the client is left idle a third of a frame's time between frames.
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#include <windows.h>
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namespace t5de::frame_pacer {
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// A 3D window an engine draws into: repainted at the user's frame rate while added.
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void add(HWND window);
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void remove(HWND window);
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// A frame drawn into window, taking the client this long (beginRendering to endRendering).
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void frameDrawn(HWND window, double seconds);
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} // namespace t5de::frame_pacer
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