101 lines
2.4 KiB
C
101 lines
2.4 KiB
C
/*
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* Copyright (c) Camden Dixie O'Brien
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* SPDX-License-Identifier: AGPL-3.0-only
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*/
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#include "engine_hooks.h"
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#include <assert.h>
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#include <stdatomic.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#define VT100_CURSORTOPLEFT "\33[H"
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#define VT100_CLEAR "\33[2J"
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#ifdef PERFMON
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#define GETPERF(x) x = SDL_GetPerformanceCounter()
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#else
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#define GETPERF(x)
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#endif
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typedef struct {
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double freq;
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uint64_t start, evt, update, render;
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} perf_t;
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int main(int argc, char *argv[])
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{
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int err = SDL_Init(SDL_INIT_VIDEO);
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assert(0 == err);
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SDL_Window *window = SDL_CreateWindow(
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game_conf.win.title, SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED, game_conf.win.w, game_conf.win.h, 0);
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assert(NULL != window);
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SDL_Renderer *renderer = SDL_CreateRenderer(
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window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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assert(NULL != renderer);
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SDL_DisplayMode mode;
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assert(SDL_GetWindowDisplayMode(window, &mode) == 0);
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const double interval = 1.0 / mode.refresh_rate;
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void *gamemem = calloc(1, game_conf.memsize);
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game_init(argc, argv, gamemem, renderer);
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#ifdef PERFMON
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perf_t perf = { .freq = SDL_GetPerformanceFrequency() / 1000000.0 };
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uint64_t frame = 0;
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#endif
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while (1) {
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GETPERF(perf.start);
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// Handle all events currently in queue
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SDL_Event evt;
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while (SDL_PollEvent(&evt)) {
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if (game_evt(gamemem, &evt) != GAMESTATUS_OK)
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goto quit;
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}
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GETPERF(perf.evt);
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// Update game state
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if (game_update(gamemem, interval) != GAMESTATUS_OK)
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goto quit;
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GETPERF(perf.update);
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// Render frame
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SDL_RenderClear(renderer);
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game_render(gamemem, renderer, SDL_GetTicks64());
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GETPERF(perf.render);
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#ifdef PERFMON
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// Print performance analysis every 16 frames
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if ((frame & 15) == 0) {
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const double evt = (perf.evt - perf.start) / perf.freq;
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const double update = (perf.update - perf.evt) / perf.freq;
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const double render = (perf.render - perf.update) / perf.freq;
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const double total = (perf.render - perf.start) / perf.freq;
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const double total_pc = 100 * total / (1000000 * interval);
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printf(
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VT100_CLEAR VT100_CURSORTOPLEFT
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"evt\t%10.3f μs\nupdate\t%10.3f μs\nrender\t"
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"%10.3f μs\ntotal\t%10.3f μs (%05.2f%%)\n",
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evt, update, render, total, total_pc);
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}
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++frame;
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#endif
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// Present frame
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SDL_RenderPresent(renderer);
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}
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quit:
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game_teardown(gamemem);
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free(gamemem);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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