forked from KolibriOS/kolibrios
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git-svn-id: svn://kolibrios.org@1806 a494cfbc-eb01-0410-851d-a64ba20cac60
270 lines
10 KiB
Plaintext
270 lines
10 KiB
Plaintext
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Fixed Rate Pig - a fixed logic frame rate demo
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----------------------------------------------
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This SDL programming example - a simple
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platform game - demonstrates the use of
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a fixed virtual logic frame rate
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together with interpolation, for smooth
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and accurate game logic that is
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independent of the rendering frame rate.
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The example also demonstrates sprite
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animation and partial display updating
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techniques, suitable for games and
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applications that need high frame rates
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but can do without updating the whole
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screen every frame.
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Fixed Logic Frame Rate
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----------------------
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Having a fixed logic frame rate means that the game
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logic (that is, what defines the gameplay in terms
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of object behavior and user input handling) runs a
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fixed number of times per unit of time. This makes
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it possible to use "frame count" as a unit of time.
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More interestingly, since the logic frame rate
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can be set at any sufficient value (say, 20 Hz for
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a slow turn based game, or 100 Hz for fast action)
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the logic code will run exactly once per frame.
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Thus, there is no need to take delta times in
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account, solving equations, making calculations on
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velocity, acceleration, jerk and stuff like that.
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You can just deal with hardcoded "step" values and
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simple tests.
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Perhaps most importantly, you can *still* rely
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on the game behaving *exactly* the same way,
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regardless of the rendering frame rate or other
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system dependent parameters - something that is
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virtually impossible with delta times, since you
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cannot have infinite accuracy in the calculations.
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Virtual Logic Frame Rate
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------------------------
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By "virtual", I mean that the actual frame rate is
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not necessarily stable at the nominal value at all
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times. Rather, the *average* logic frame rate is
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kept at the nominal value by means of controlling
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the number of logic frames processed for each
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rendered frame.
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That is, if the rendering frame rate is lower
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than the nominal logic frame rate, the engine will
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run the game logic several times before rendering
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each frame. Thus, the game logic may actually be
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running at tens of kHz for a few frames at a time,
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but this doesn't matter, as long as the game logic
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code relies entirely on logic time.
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So, do not try to read time using SDL_GetTicks()
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or similar in the game logic code! Instead, just
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count logic frames, like we did back in the C64 and
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Amiga days, where video frames were actually a
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reliable time unit. It really works!
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Resampling Distortion
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---------------------
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Now, there is one problem with fixed logic frame
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rates: Resampling distortion. (The same phenomena
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that cause poor audio engines to squeal and feep
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when playing back waveforms at certain pitches.)
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The object coordinates generated by the game
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logic engine can be thought of as streams of values
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describing signals (in electrical engineering/DSP
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terms) with a fixed sample rate. Each coordinate
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value is one stream.
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Since the logic frame rate is fixed, and the
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game logic runs an integer number of times per
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rendered frame, what we get is a "nearest point"
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resampling from the logic frame rate to the
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rendering frame rate. That's not very nice, since
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only the last set of coordinates after each run of
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logic frames is actually used - the rest are thrown
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away!
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What's maybe even worse, especially if the logic
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frame rate is low, is that you get new coordinates
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only every now and then, when the rendering frame
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rate is higher than the logic frame rate.
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Getting Smooth Animation
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------------------------
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So, what do we do? Well, given my hint above, the
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answer is probably obvious: interpolation! We just
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need to replace the basic "nearest sample" method
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with something better.
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Resampling is a science and an art in the audio
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field, and countless papers have been written on
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the subject, most of which are probably totally
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incomprehensible for anyone who hasn't got a degree
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in maths.
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However, our requirements for the resampling can
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be kept reasonably low by keeping the logic frame
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rate reatively high (ie in the same order of
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magnitude as the expected rendering frame rate) -
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and we generally want to do that anyway, to reduce
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the game's control latency.
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Chosing An Interpolator
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-----------------------
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Since the rendering frame rate can vary constantly
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in unpredictable ways, we will have to recalculate
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the input/output ratio of the resampling filter for
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every rendered frame.
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However, using a polynomial interpolator (as
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opposed to a FIR resampling filter), we can get
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away without actually doing anything special. We
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just feed the interpolator the coordinates and the
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desired fractional frame time, and get the
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coordinates calculated.
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DSP people will complain that a polynomial
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resampler (that is, without a brickwall filter, or
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oversampling + bandlimited downsampling) doesn't
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really solve the whole problem. Right, it doesn't
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remove frequencies above Nyqvist of the rendering
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frame rate, so those can cause aliasing distortion.
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But let's consider this:
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Do we actually *have* significant amounts of
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energy at such frequencies in the data from the
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game logic? Most probably not! You would have to
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have objects bounce around or oscillate at insane
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speed to get anywhere near Nyqvist of (that is, 50%
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of) any reasonable (ie playable) rendering frame
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rate. In fact, we can probably assume that we're
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dealing with signals in the range 0..10 Hz. Not
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even the transients caused by abrupt changes in
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speed and direction will cause visible side
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effects.
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So, in this programming example, I'm just using
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a simple linear interpolator. No filters, no
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oversampling or anything like that. As simple as it
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gets, but still an incredible improvement over
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"nearest sample" resampling. You can enable/disable
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interpolation with the F1 key when running the
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example.
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Rendering Sprites
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-----------------
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In order to cover another animation related FAQ,
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this example includes "smart" partial updates of
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the screen. Only areas that are affected by moving
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and/or animated sprites are updated.
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To keep things simple and not annoyingly non-
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deterministic, updates are done by removing all
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sprites, updating their positions and animation
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frames, and then rendering all sprites. This is
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done every frame, and includes all sprites, whether
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they move or not.
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So, why not update only the sprites that
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actually moved? That would allow for cheap but
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powerful animated "backgrounds" and the like.
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Well, the problem is that sprites can overlap,
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and when they do, they start dragging each other
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into the update loop, leading to recursion and
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potentially circular dependencies. A non-recursive
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two-pass (mark + render) algorithm is probably a
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better idea than actual recursion. It's quite
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doable and neat, if the updates are restricted by
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clipping - but I'll leave that for another example.
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Pretty much all sprites in Fixed Rate Pig move all
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the time, so there's nothing to gain by using a
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smarter algorithm.
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Efficient Software Rendering
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----------------------------
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To make it a bit more interesting, I also added
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alpha blending for sprite anti-aliasing and effects.
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Most 2D graphics APIs and drivers (and as a result,
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most SDL backends) lack h/w acceleration of alpha
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blended blits, which means the CPU has to perform
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the blending. That's relatively expensive, but
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SDL's software blitters are pretty fast, and it
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turns out *that's* usually not a problem.
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However, there is one problem: Alpha blending
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requires that data is read from the target surface,
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modified, and then written back. Unfortunately,
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modern video cards handle CPU reads from VRAM very
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poorly. The bandwidth for CPU reads - even on the
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latest monster AGP 8x card - is on par with that of
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an old hard drive. (I'm not kidding!)
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This is why I wanted to demonstrate how to avoid
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this problem, by rendering into a s/w back buffer
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instead of the h/w display surface. If you're on a
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system that supports hardware display surfaces, you
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can see the difference by hitting F2 in the game,
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to enable/disable rendering directly into VRAM.
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Indeed, SDL can set that up for you, but *only*
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if you ask for a single buffered display - and we
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do NOT want that! Single buffered displays cannot
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sync animation with the retrace, and as a result,
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we end up hogging the CPU (since we never block,
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but just pump out new frames) and still getting
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unsmooth animation.
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Accidentally, this approach of using a s/w back
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buffer for rendering mixes very well with partial
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update strategies, so it fits right in.
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Smart Dirty Rectangle Management
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--------------------------------
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The most complicated part of this implementation
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is keeping track of the exact areas of the screen
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that need updating. Just maintaining one rectangle
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per sprite would not be sufficient. A moving sprite
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has to be removed, animated and then re-rendered.
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That's two rectangles that need to be pushed to the
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screen; one to remove the old sprite image, and one
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for the new position.
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On a double buffered display, it gets even worse,
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as the rendering is done into two alternating
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buffers. When we update a buffer, the old sprites
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in it are actually *two* frames old - not one.
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I've chosen to implement a "smart" rectangle
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merging algorithm that can deal with all of this
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with a minimum of support from higher levels. The
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algorithm merges rectangles in order to minimize
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overdraw and rectangle count when blitting to and
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updating the screen. See the file dirtyrects.txt for
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details. You can (sort of) see what's going on by
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hitting F3 in the game. Here's what's going on:
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1. All sprites are removed from the rendering
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buffer. The required information is found
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in the variables that store the results of
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the interpolation.
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2. The dirtyrect table for the display surface
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is swapped into a work dirtyrect table. The
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display surface dirtyrect table is cleared.
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3. New graphic coordinates are calculated, and
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all sprites are rendered into the rendering
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buffer. The bounding rectangles are fed
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into the display surface dirtyrect table.
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4. The dirtyrect table compiled in step 3 is
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merged into the work dirtyrect table. The
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result covers all areas that need to be
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updated to remove old sprites and make the
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new ones visible.
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5. The dirtyrect table compiled in step 4 is
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used to blit from the rendering buffer to
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the display surface.
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On a double buffered display, there is one
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dirtyrect table for each display page, and there
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is (obviously) a page flip operation after step 5,
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but other than that, the algorithm is the same.
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Command Line Options
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--------------------
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-f Fullscreen
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-s Single buffer
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<n> Depth = <n> bits
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//David Olofson <david@olofson.net>
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