retro-rpg/engine/engine.c

113 lines
2.9 KiB
C

/*
* Copyright (c) Camden Dixie O'Brien
* SPDX-License-Identifier: AGPL-3.0-only
*/
#include "engine_hooks.h"
#include <assert.h>
#include <stdatomic.h>
#include <stdbool.h>
#include <stdlib.h>
#define VT100_CURSORTOPLEFT "\33[H"
#define VT100_CLEAR "\33[2J"
#ifdef PERFMON
#define GETPERF(x) x = SDL_GetPerformanceCounter()
#else
#define GETPERF(x)
#endif
typedef struct {
double freq;
uint64_t start, evt, update, render;
double max_start, max_evt, max_update, max_render, max_total;
} perf_t;
int main(int argc, char *argv[])
{
int err = SDL_Init(SDL_INIT_VIDEO);
assert(0 == err);
SDL_Window *window = SDL_CreateWindow(
game_conf.win.title, SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, game_conf.win.w, game_conf.win.h, 0);
assert(NULL != window);
SDL_Renderer *renderer = SDL_CreateRenderer(
window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
assert(NULL != renderer);
SDL_DisplayMode mode;
assert(SDL_GetWindowDisplayMode(window, &mode) == 0);
const double interval = 1.0 / mode.refresh_rate;
void *gamemem = calloc(1, game_conf.memsize);
game_init(argc, argv, gamemem, renderer);
#ifdef PERFMON
perf_t perf = { .freq = SDL_GetPerformanceFrequency() / 1000000.0 };
uint64_t frame = 0;
#endif
while (1) {
GETPERF(perf.start);
// Handle all events currently in queue
SDL_Event evt;
while (SDL_PollEvent(&evt)) {
if (game_evt(gamemem, &evt) != GAMESTATUS_OK)
goto quit;
}
GETPERF(perf.evt);
// Update game state
if (game_update(gamemem, interval) != GAMESTATUS_OK)
goto quit;
GETPERF(perf.update);
// Render frame
SDL_RenderClear(renderer);
game_render(gamemem, renderer, SDL_GetTicks64());
GETPERF(perf.render);
#ifdef PERFMON
// Print performance analysis every 16 frames
if ((frame & 15) == 0) {
const double evt = (perf.evt - perf.start) / perf.freq;
if (evt > perf.max_evt)
perf.max_evt = evt;
const double update = (perf.update - perf.evt) / perf.freq;
if (update > perf.max_update)
perf.max_update = update;
const double render = (perf.render - perf.update) / perf.freq;
if (render > perf.max_render)
perf.max_render = render;
const double total = (perf.render - perf.start) / perf.freq;
if (total > perf.max_total)
perf.max_total = total;
const double total_pc = 100 * total / (1000000 * interval);
printf(
VT100_CLEAR VT100_CURSORTOPLEFT
"evt\t[max %10.3f μs] %10.3f μs\n"
"update\t[max %10.3f μs] %10.3f μs\n"
"render\t[max %10.3f μs] %10.3f μs\n"
"total\t[max %10.3f μs] %10.3f μs -- %.2f%% of %.3f ms\n",
perf.max_evt, evt, perf.max_update, update, perf.max_render,
render, perf.max_total, total, total_pc, 1000 * interval);
}
++frame;
#endif
// Present frame
SDL_RenderPresent(renderer);
}
quit:
game_teardown(gamemem);
free(gamemem);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}