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Merge pull request #7269 from Tugsav/simulator_renderer
Non-realtime simulation
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commit
3b0b0a1d99
@ -111,6 +111,8 @@ static int init_screen = -1;
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static bool use_vsync = true;
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static bool editor = false;
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static bool show_help = false;
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static bool disable_render_loop = false;
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static int fixed_fps = -1;
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static OS::ProcessID allow_focus_steal_pid = 0;
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@ -190,6 +192,8 @@ void Main::print_help(const char *p_binary) {
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#endif
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OS::get_singleton()->print(" --frame-delay <ms> Simulate high CPU load (delay each frame by <ms> milliseconds).\n");
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OS::get_singleton()->print(" --time-scale <scale> Force time scale (higher values are faster, 1.0 is normal speed).\n");
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OS::get_singleton()->print(" --disable-render-loop Disable render loop so rendering only occurs when called explicitly from script.\n");
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OS::get_singleton()->print(" --fixed-fps <fps> Forces a fixed ratio between process and fixed_process timing, for use when precision is required, or when rendering to video files. Setting this will disable real-time syncronization, so that run speed is only capped by performance\n");
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OS::get_singleton()->print("\n");
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OS::get_singleton()->print("Standalone tools:\n");
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@ -567,6 +571,16 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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OS::get_singleton()->print("Missing editor PID argument, aborting.\n");
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goto error;
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}
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} else if (I->get() == "--disable-render-loop") {
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disable_render_loop = true;
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} else if (I->get() == "--fixed-fps") {
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if (I->next()) {
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fixed_fps = I->next()->get().to_int();
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N = I->next()->next();
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} else {
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OS::get_singleton()->print("Missing fixed-fps argument, aborting.\n");
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goto error;
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}
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} else {
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//test for game path
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@ -1505,6 +1519,9 @@ bool Main::iteration() {
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uint64_t ticks_elapsed = ticks - last_ticks;
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double step = (double)ticks_elapsed / 1000000.0;
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if (fixed_fps != -1)
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step = 1.0 / fixed_fps;
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float frame_slice = 1.0 / Engine::get_singleton()->get_iterations_per_second();
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Engine::get_singleton()->_frame_step = step;
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@ -1521,7 +1538,7 @@ bool Main::iteration() {
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last_ticks = ticks;
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if (step > frame_slice * 8)
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if (fixed_fps == -1 && step > frame_slice * 8)
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step = frame_slice * 8;
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time_accum += step;
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@ -1574,7 +1591,7 @@ bool Main::iteration() {
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VisualServer::get_singleton()->sync(); //sync if still drawing from previous frames.
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if (OS::get_singleton()->can_draw()) {
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if (OS::get_singleton()->can_draw() && !disable_render_loop) {
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if ((!force_redraw_requested) && OS::get_singleton()->is_in_low_processor_usage_mode()) {
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if (VisualServer::get_singleton()->has_changed()) {
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@ -1625,6 +1642,9 @@ bool Main::iteration() {
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frames = 0;
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}
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if (fixed_fps != -1)
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return exit;
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if (OS::get_singleton()->is_in_low_processor_usage_mode() || !OS::get_singleton()->can_draw())
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OS::get_singleton()->delay_usec(16600); //apply some delay to force idle time (results in about 60 FPS max)
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else {
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@ -1422,6 +1422,7 @@ Array VisualServer::mesh_surface_get_arrays(RID p_mesh, int p_surface) const {
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void VisualServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("force_draw"), &VisualServer::draw);
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ClassDB::bind_method(D_METHOD("texture_create"), &VisualServer::texture_create);
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ClassDB::bind_method(D_METHOD("texture_create_from_image", "image", "flags"), &VisualServer::texture_create_from_image, DEFVAL(TEXTURE_FLAGS_DEFAULT));
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//ClassDB::bind_method(D_METHOD("texture_allocate"),&VisualServer::texture_allocate,DEFVAL( TEXTURE_FLAGS_DEFAULT ) );
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