245 lines
No EOL
7.2 KiB
C++
245 lines
No EOL
7.2 KiB
C++
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#include <SDL2/SDL.h>
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#include <array>
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#include <chrono>
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#include <format>
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#include <memory>
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#include <print>
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#include <random>
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#include <source_location>
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#include <stdexcept>
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#include <thread>
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#endif
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namespace {
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auto sdl_throw_current_error(const std::source_location location) {
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throw std::runtime_error{std::format(
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"error at {}:{}:{} {}", location.file_name(), location.line(),
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location.column(), SDL_GetError()
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)};
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}
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auto sdl_check(
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int errc,
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const std::source_location location = std::source_location::current()
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) {
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if (errc != 0) { sdl_throw_current_error(location); }
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}
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// make sure someone already owns passed sdl_obj, or memory will be leaked
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auto sdl_check(
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auto* sdl_obj,
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const std::source_location location = std::source_location::current()
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) {
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if (sdl_obj == nullptr) { sdl_throw_current_error(location); }
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return sdl_obj;
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}
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template <typename SDLT, auto deletef>
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struct sdl_wrapper_t : std::unique_ptr<SDLT, decltype(deletef)> {
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explicit sdl_wrapper_t(SDLT* p)
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: std::unique_ptr<SDLT, decltype(deletef)>{p, deletef} {
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sdl_check(p);
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}
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operator SDLT*() { return std::unique_ptr<SDLT, decltype(deletef)>::get(); }
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};
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using window_t = sdl_wrapper_t<SDL_Window, SDL_DestroyWindow>;
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using surface_t = sdl_wrapper_t<SDL_Surface, SDL_FreeSurface>;
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using renderer_t = sdl_wrapper_t<SDL_Renderer, SDL_DestroyRenderer>;
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auto operator+(SDL_Point a, SDL_Point b) {
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return SDL_Point{.x = a.x + b.x, .y = a.y + b.y};
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}
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using clock = std::chrono::steady_clock;
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constexpr int width = 1024;
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constexpr int height = 512;
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constexpr auto steps_per_second = 10'000;
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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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)]] Defer {
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Defer() = default;
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Defer(const Defer&) = delete;
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Defer(Defer&&) = delete;
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auto operator=(Defer&&) = delete;
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auto operator=(const Defer&) = delete;
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~Defer() { EF(); }
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};
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auto poll_events(bool& continu) {
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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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}
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struct Walker {
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SDL_Point pos;
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SDL_Color col;
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};
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constexpr auto html2sdl_color(Uint32 rgb) {
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return SDL_Color{
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.r = static_cast<Uint8>(rgb >> 16U),
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.g = static_cast<Uint8>((rgb >> 8U) & 0xffU),
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.b = static_cast<Uint8>(rgb & 0xffU),
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.a = SDL_ALPHA_OPAQUE
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};
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}
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} // namespace
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template <typename Loopdata>
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void mainloop(void* userData) {
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constexpr 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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auto& [renderer, texture, walkers, rne, dist, start_time, total_steps, next_poll_events_time, next_frame_render_time, frame_start, frame_time, continu] =
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*static_cast<Loopdata*>(userData);
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// measure frame_time
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const auto now = clock::now();
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frame_time = now - frame_start;
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frame_start = now;
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// possibly poll events
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if (now >= next_poll_events_time) {
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next_poll_events_time = now + std::chrono::milliseconds{20};
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poll_events(continu);
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}
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// simulate steps for passed time //
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// roughly make a batch for every millisecond
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constexpr auto batchsize =
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std::clamp(steps_per_second / 1000 /*ms*/, 1, 1000);
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const auto total_time = now - start_time;
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const auto target_total_steps = total_time * steps_per_second /
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clock::duration{std::chrono::seconds{1}};
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for (; total_steps + batchsize <= target_total_steps;
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total_steps += batchsize) {
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sdl_check(SDL_SetRenderTarget(renderer, texture));
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sdl_check(SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND));
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for (auto& walker : walkers) {
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sdl_check(SDL_SetRenderDrawColor(
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renderer, walker.col.r, walker.col.g, walker.col.b, walker.col.a
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));
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std::array<SDL_Point, batchsize> point_batch;
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for (auto step = 0z; step < batchsize; ++step) {
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SDL_Point newpoint;
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do {
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newpoint = walker.pos + directions[dist(rne)];
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} while (newpoint.x < 0 or newpoint.x >= width or
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newpoint.y < 0 or newpoint.y >= height);
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walker.pos = newpoint;
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point_batch[step] = newpoint;
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}
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sdl_check(SDL_RenderDrawPoints(
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renderer, point_batch.data(), point_batch.size()
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));
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}
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}
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///// Render screen
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sdl_check(SDL_SetRenderTarget(renderer, nullptr));
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sdl_check(
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE)
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);
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SDL_RenderClear(renderer);
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sdl_check(SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE));
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sdl_check(SDL_RenderCopy(renderer, texture, nullptr, nullptr));
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SDL_RenderPresent(renderer);
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}
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int main() try {
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sdl_check(SDL_Init(SDL_INIT_VIDEO));
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Defer<SDL_Quit> defer_SDL_Quit;
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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, 0 // SDL_WINDOW_FULLSCREEN
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)};
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renderer_t renderer{SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED)
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};
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1");
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{
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// dump renderer info
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SDL_RendererInfo renderer_info;
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SDL_GetRendererInfo(renderer, &renderer_info);
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std::println("Renderer name: {}", renderer_info.name);
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std::println("Texture formats: ");
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for (Uint32 i = 0; i < renderer_info.num_texture_formats; i++) {
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std::puts(SDL_GetPixelFormatName(renderer_info.texture_formats[i]));
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}
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}
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// no clue who owns this
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auto* texture = SDL_CreateTexture(
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renderer, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_TARGET, width,
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height
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);
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sdl_check(SDL_SetRenderTarget(renderer, texture));
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sdl_check(
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE)
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);
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sdl_check(SDL_RenderClear(renderer));
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const auto middle = SDL_Point{.x = width / 2, .y = height / 2};
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auto walkers = std::to_array<Walker>(
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{/* {.pos = middle, .col = html2sdl_color(0x522258)},
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{.pos = middle, .col = html2sdl_color(0x8C3061)},
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{.pos = middle, .col = html2sdl_color(0xC63C51)},
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{.pos = middle, .col = html2sdl_color(0xD95F59)} */
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/* {.pos = middle, .col = html2sdl_color(0x402E7A)},
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{.pos = middle, .col = html2sdl_color(0x4C3BCF)},
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{.pos = middle, .col = html2sdl_color(0x4B70F5)},
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{.pos = middle, .col = html2sdl_color(0x3DC2EC)} */
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{.pos = middle, .col = html2sdl_color(0x000000)},
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{.pos = middle, .col = html2sdl_color(0x150050)},
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{.pos = middle, .col = html2sdl_color(0x3F0071)},
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{.pos = middle, .col = html2sdl_color(0xFB2576)}
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}
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);
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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_time = clock::now();
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auto next_poll_events_time = start_time;
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auto next_frame_render_time = start_time;
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auto frame_start = start_time;
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auto total_steps = 0ll;
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clock::duration frame_time;
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auto loopdata = std::tie(
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renderer, texture, walkers, rne, dist, start_time, total_steps,
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next_poll_events_time, next_frame_render_time, frame_start, frame_time,
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continu
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);
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std::puts("initialization complete");
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#ifdef __EMSCRIPTEN__
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// Receives a function to call and some user data to provide it.
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emscripten_set_main_loop_arg(mainloop<decltype(loopdata)>, &loopdata, 0, 1);
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#else
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while (continu) {
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mainloop<decltype(loopdata)>(&loopdata);
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std::this_thread::sleep_until(next_frame_render_time);
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next_frame_render_time += std::chrono::nanoseconds{16666666};
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}
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#endif
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// leaking memory, nothing I can do
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} catch (const std::exception& e) {
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std::puts(e.what());
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return EXIT_FAILURE;
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} |