naive rendering of random walk points

This commit is contained in:
Jakob Hördt 2024-08-03 22:06:57 +02:00
parent 3f3d16c9b2
commit 3c725d105e

View file

@ -2,10 +2,13 @@
#include <SDL2/SDL.h>
#include <algorithm>
#include <chrono>
#include <functional>
#include <memory>
#include <print>
#include <random>
#include <vector>
template <typename SDLT, auto deletef>
struct sdl_wrapper_t : std::unique_ptr<SDLT, decltype(deletef)> {
@ -19,13 +22,18 @@ using window_t = sdl_wrapper_t<SDL_Window, SDL_DestroyWindow>;
using surface_t = sdl_wrapper_t<SDL_Surface, SDL_FreeSurface>;
using renderer_t = sdl_wrapper_t<SDL_Renderer, SDL_DestroyRenderer>;
struct Point {
int x;
int y;
};
auto operator+(SDL_Point a, SDL_Point b) {
return SDL_Point{.x = a.x + b.x, .y = a.y + b.y};
}
auto operator+(Point a, Point b) {
return Point{.x = a.x + b.x, .y = a.y + b.y};
auto operator<=>(const SDL_Point& a, const SDL_Point& b) {
auto y_comp = a.x <=> b.x;
if (y_comp != std::strong_ordering::equal) { return y_comp; }
return a.y <=> b.y;
}
auto operator==(const SDL_Point& a, const SDL_Point& b) {
return a.x == b.x && a.y == b.y;
}
constexpr int width = 3440;
@ -59,8 +67,10 @@ int main() {
auto surface = surface_t{SDL_GetWindowSurface(window)};
auto point = Point{.x = width / 2, .y = height / 2};
const Point directions[] = {
std::vector<SDL_Point> points;
SDL_Point pos{.x = width / 2, .y = height / 2};
points.push_back(pos);
const SDL_Point directions[] = {
{.x = -1, .y = 0},
{.x = 1, .y = 0},
{.x = 0, .y = -1},
@ -68,28 +78,69 @@ int main() {
};
std::mt19937_64 rne(std::random_device{}());
std::uniform_int_distribution<int> dist(0, 3);
std::uniform_int_distribution dist(0, 3);
bool quit = false;
auto next_frame = std::chrono::steady_clock::now();
while (!quit) {
SDL_RenderDrawPoint(renderer, point.x, point.y);
Point newpoint;
do {
newpoint = point + directions[dist(rne)];
} while (newpoint.x < 0 or newpoint.x >= width or newpoint.y < 0 or
newpoint.y >= height);
point = newpoint;
bool continu = true;
const auto start = std::chrono::steady_clock::now();
auto next_frame = start;
long total_points = 0;
while (continu) {
{
SDL_Point newpoint;
do {
newpoint = pos + directions[dist(rne)];
} while (newpoint.x < 0 or newpoint.x >= width or
newpoint.y < 0 or newpoint.y >= height);
pos = newpoint;
points.push_back(newpoint);
++total_points;
}
const auto goal = 200'000'000;
if (total_points >= goal) {
continu = false;
std::println(
"took {} to get to {} random steps",
std::chrono::duration_cast<std::chrono::duration<double>>(
std::chrono::steady_clock::now() - start
),
goal
);
}
if (std::chrono::steady_clock::now() > next_frame) {
// render present; poll events
auto render_start = std::chrono::steady_clock::now();
if (render_start > next_frame) {
next_frame += std::chrono::milliseconds{200};
{
std::ranges::sort(points, std::less<>{});
auto [first, last] = std::ranges::unique(points);
points.resize(std::ranges::distance(points.begin(), first));
}
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
SDL_RenderDrawPoints(
renderer, points.data(), std::ssize(points)
);
SDL_RenderPresent(renderer);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) { quit = true; }
if (e.type == SDL_QUIT) { continu = false; }
}
auto render_end = std::chrono::steady_clock::now();
std::println(
"drawn {} points in {}", std::ssize(points),
std::chrono::duration_cast<std::chrono::milliseconds>(
render_end - render_start
)
);
if (render_end > next_frame) {
next_frame = render_end + std::chrono::milliseconds{100};
}
SDL_RenderPresent(renderer);
// SDL_RenderClear(renderer);
}
}
}