remove rendering, we need software rendering
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ae43c1c0ef
commit
39feecded0
1 changed files with 12 additions and 65 deletions
77
main.cpp
77
main.cpp
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@ -36,8 +36,8 @@ auto operator==(const SDL_Point& a, const SDL_Point& b) {
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return a.x == b.x && a.y == b.y;
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}
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constexpr int width = 3440;
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constexpr int height = 1440;
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constexpr int width = 1000;
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constexpr int height = 1000;
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template <auto EF>
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struct [[nodiscard("give this a name so SDL_Quit is called at the end"
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@ -60,7 +60,7 @@ int main() {
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window_t window{SDL_CreateWindow(
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"random walk", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width,
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height, SDL_WINDOW_FULLSCREEN
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height, 0
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)};
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if (!window) {
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std::println(
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@ -70,20 +70,11 @@ int main() {
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}
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// owned by window
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// auto* window_surface = SDL_GetWindowSurface(window);
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auto* window_surface = SDL_GetWindowSurface(window);
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if (!window_surface) { return EXIT_FAILURE; }
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if (window_surface->format->palette) { return EXIT_FAILURE; }
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renderer_t renderer{SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED)
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};
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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auto surface = surface_t{SDL_GetWindowSurface(window)};
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std::vector<SDL_Point> points;
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SDL_Point pos{.x = width / 2, .y = height / 2};
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points.push_back(pos);
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const SDL_Point directions[] = {
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{.x = -1, .y = 0}, {.x = 1, .y = 0}, {.x = 0, .y = -1}, {.x = 0, .y = 1}
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};
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@ -91,11 +82,8 @@ int main() {
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std::mt19937_64 rne(std::random_device{}());
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std::uniform_int_distribution dist(0, 3);
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bool continu = true;
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const auto start = std::chrono::steady_clock::now();
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auto next_frame = start;
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long total_points = 0;
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while (continu) {
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for (bool continu = true; continu;) {
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{
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SDL_Point newpoint;
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do {
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@ -103,54 +91,13 @@ int main() {
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} while (newpoint.x < 0 or newpoint.x >= width or newpoint.y < 0 or
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newpoint.y >= height);
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pos = newpoint;
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points.push_back(newpoint);
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++total_points;
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}
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const auto goal = 200'000'000;
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if (total_points >= goal) {
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continu = false;
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std::println(
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"took {} to get to {} random steps",
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std::chrono::duration_cast<std::chrono::duration<double>>(
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std::chrono::steady_clock::now() - start
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),
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goal
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);
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}
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// render present; poll events
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auto render_start = std::chrono::steady_clock::now();
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if (render_start > next_frame) {
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next_frame += std::chrono::milliseconds{200};
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{
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std::ranges::sort(points, std::less<>{});
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auto [first, last] = std::ranges::unique(points);
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points.resize(std::ranges::distance(points.begin(), first));
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}
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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SDL_RenderDrawPoints(renderer, points.data(), std::ssize(points));
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SDL_RenderPresent(renderer);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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SDL_Event e;
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_QUIT) { continu = false; }
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}
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auto render_end = std::chrono::steady_clock::now();
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std::println(
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"drawn {} points in {}", std::ssize(points),
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std::chrono::duration_cast<std::chrono::milliseconds>(
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render_end - render_start
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)
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);
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if (render_end > next_frame) {
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next_frame = render_end + std::chrono::milliseconds{100};
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}
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for (SDL_Event e; SDL_PollEvent(&e);) {
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if (e.type == SDL_QUIT) { continu = false; }
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}
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SDL_UpdateWindowSurface(window);
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}
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// leaking memory, nothing I can do
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