retro-rpg/engine/engine.c
Camden Dixie O'Brien 65a4b08f34 Use vsync instead of delay-based synchronization
Also changed the game_update() interface to take dt in seconds as a
double (rather than milliseconds as an unsigned integer) as we're now
computing the refresh interval as a double anyway (by querying the
display mode).  To my eye (and on my machine), all chunkiness is now
gone; the game feels very smooth.
2025-01-02 16:54:01 +00:00

95 lines
2.6 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"
typedef struct {
double freq;
uint64_t start, evt, update, render;
} 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);
SDL_SetRenderDrawColor(renderer, 0xf0, 0x10, 0x10, 0xff);
SDL_Rect blinker = { .x = 10, .y = 10, .w = 20, .h = 20 };
perf_t perf = { .freq = SDL_GetPerformanceFrequency() / 1000000.0 };
uint64_t frame = 0;
while (1) {
perf.start = SDL_GetPerformanceCounter();
// Handle all events currently in queue
SDL_Event evt;
while (SDL_PollEvent(&evt)) {
if (game_evthandle(gamemem, &evt) != GAMESTATUS_OK)
goto quit;
}
perf.evt = SDL_GetPerformanceCounter();
// Update game state
if (game_update(gamemem, interval) != GAMESTATUS_OK)
goto quit;
perf.update = SDL_GetPerformanceCounter();
// Render frame
SDL_RenderClear(renderer);
game_render(gamemem, renderer, SDL_GetTicks64());
if ((frame & 1) == 0)
SDL_RenderFillRect(renderer, &blinker);
perf.render = SDL_GetPerformanceCounter();
// Print performance analysis every 16 frames
if ((frame & 15) == 0) {
const double evt = (perf.evt - perf.start) / perf.freq;
const double update = (perf.update - perf.evt) / perf.freq;
const double render = (perf.render - perf.update) / perf.freq;
const double total = (perf.render - perf.start) / perf.freq;
const double total_pc = 100 * total / (1000000 * interval);
printf(
VT100_CLEAR VT100_CURSORTOPLEFT
"evt\t%10.3f μs\nupdate\t%10.3f μs\nrender\t"
"%10.3f μs\ntotal\t%10.3f μs (%05.2f%%)\n",
evt, update, render, total, total_pc);
}
// Increment frame counter and present frame
++frame;
SDL_RenderPresent(renderer);
}
quit:
game_teardown(gamemem);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}