Minor performance improvements.

This commit is contained in:
Tim Schubert 2016-01-16 23:56:33 +01:00
parent 647ca6084c
commit 189e840f25
5 changed files with 388 additions and 50 deletions

View file

@ -1,5 +1,91 @@
#include "GameMap.hpp"
SDL_Point operator+(SDL_Point left, SDL_Point right)
{
return {left.x + right.x, left.y + right.y};
}
SDL_Point operator-(SDL_Point left, SDL_Point right)
{
return {left.x - right.x, left.y - right.y};
}
SDL_Point operator*(SDL_Point left, SDL_Point right)
{
return {left.x * right.x, left.y * right.y};
}
SDL_Point operator/(SDL_Point left, SDL_Point right)
{
return {(left.x / right.x), (left.x / right.y)};
}
SDL_Point operator*(int left, SDL_Point right)
{
return {left * right.x, left * right.y};
}
SDL_Point operator*(SDL_Point left, int right)
{
return right * left;
}
SDL_Point operator/(SDL_Point left, int right)
{
return {left.x / right, left.y / right};
}
int operator!(SDL_Point left)
{
int length = (int) std::sqrt(left.x * left.x + left.y * left.y);
return length;
}
Point operator+(Point left, Point right)
{
return Point(left.x + right.x, left.y + right.y);
}
Point operator-(Point left, Point right)
{
return Point(left.x - right.x, left.y - right.y);
}
Point operator*(Point left, Point right)
{
return Point(left.x * right.x, left.y * right.y);
}
Point operator/(Point left, Point right)
{
return Point(left.x / right.x, left.y / right.y);
}
Point operator*(double left, Point right)
{
return Point(left * right.x, left * right.y);
}
Point operator*(Point left, double right)
{
return Point(left.x * right, left.y * right);
}
Point operator/(double left, Point right)
{
return Point(left * right.x, left * right.y);
}
Point operator/(Point left, double right)
{
return Point(left.x * right, left.y * right);
}
double operator!(Point left)
{
return std::sqrt(left.x * left.x + left.y * left.y);
}
bool operator==(Field left, Field right)
{
return left.x == right.x && left.y == right.y;
@ -32,9 +118,9 @@ Field operator/(Field left, Field right)
Field cubic_round(double x, double y, double z)
{
int8_t round_x = (int8_t) std::round(x);
int8_t round_y = (int8_t) std::round(y);
int8_t round_z = (int8_t) std::round(z);
Sint8 round_x = (Sint8) std::round(x);
Sint8 round_y = (Sint8) std::round(y);
Sint8 round_z = (Sint8) std::round(z);
double x_err = std::abs(round_x - x);
double y_err = std::abs(round_y - y);
double z_err = std::abs(round_z - z);
@ -103,8 +189,8 @@ std::vector<Point> field_to_polygon(const Field field, const Layout layout)
return corners;
}
HexagonGrid::HexagonGrid(Sint16 grid_radius, Layout layout, SDL_Color color)
: Grid(layout, color)
HexagonGrid::HexagonGrid(Sint16 grid_radius, Layout layout)
: Grid(layout)
{
// first lower half, then upper half
for (Sint16 x = -grid_radius; x <= grid_radius; x++)
@ -114,27 +200,95 @@ HexagonGrid::HexagonGrid(Sint16 grid_radius, Layout layout, SDL_Color color)
for (Sint16 y = y_l; y <= y_u; y++)
{
Sint16 z = -x - y;
this->fields.insert({x, y, z});
Field new_field = {x, y, z};
FieldMeta *meta = new FieldMeta(nullptr);
this->fields.insert(new_field);
std::pair<Field, FieldMeta *> field_pair(new_field, meta);
this->fields_meta.insert(field_pair);
}
}
}
bool HexagonGrid::render(SDL_Renderer *renderer)
{
for (const Field &elem : this->fields)
{
std::vector<Point> polygon = field_to_polygon(elem, this->layout);
Field some_field = {0, 0, 0};
std::vector<Point> polygon = field_to_polygon(some_field, this->layout);
Point center = field_to_point(some_field, this->layout);
assert(polygon.size() > 5);
Sint16 vx[6];
Sint16 vy[6];
for (uint8_t i = 0; i < 6; i++)
{
vx[i] = (Sint16) polygon[i].x;
vy[i] = (Sint16) polygon[i].y;
vx[i] = (Sint16) (polygon[i].x - center.x);
vy[i] = (Sint16) (polygon[i].y - center.y);
}
for (const Field &elem : this->fields)
{
center = field_to_point(elem, this->layout);
Sint16 x[6];
Sint16 y[6];
for (uint8_t i = 0; i < 6; i++)
{
x[i] = vx[i] + (Sint16) center.x;
y[i] = vy[i] + (Sint16) center.y;
}
polygonRGBA(renderer, x, y, 6, 0xff, 0xff, 0xff, 0xff);
if (elem == this->marker)
{
filledPolygonRGBA(renderer, x, y, 6, 0xff, 0x0, 0x0, 0xff);
}
const Sint16 x[6] = {vx[0], vx[1], vx[2], vx[3], vx[4], vx[5]};
const Sint16 y[6] = {vy[0], vy[1], vy[2], vy[3], vy[4], vy[5]};
aapolygonRGBA(renderer, x, y, 6, this->color.r, this->color.g, this->color.b, this->color.a);
}
return true;
}
void Grid::move(SDL_Point move)
{
this->set_origin(this->layout.origin + move);
}
void Grid::handle_event(SDL_Event *event)
{
if (event->type == SDL_MOUSEWHEEL)
{
SDL_Point mouse = {0, 0};
SDL_GetMouseState(&mouse.x, &mouse.y);
int scroll = event->wheel.y;
Uint16 old_size = this->layout.size;
SDL_Point old_origin = this->layout.origin;
if (old_size + scroll < 10)
{
this->layout.size = 10;
}
else if (old_size + scroll > 100)
{
this->layout.size = 100;
}
else
{
this->layout.size += scroll;
this->set_origin(old_origin + (10 * scroll * (old_origin - mouse) / !(old_origin - mouse)));
}
}
if (event->type == SDL_MOUSEMOTION)
{
this->update_marker();
}
}
void Grid::set_origin(SDL_Point dm)
{
this->layout.origin = dm;
this->update_marker();
}
void Grid::update_marker()
{
SDL_Point m;
SDL_GetMouseState(&(m.x), &(m.y));
Point p = {0.0, 0.0};
p.x = m.x;
p.y = m.y;
this->marker = point_to_field(p, this->layout);
}

View file

@ -1,11 +1,32 @@
#include <iostream>
#include <stdexcept>
#include <SDL2/SDL.h>
#include <SDL2/SDL2_gfxPrimitives.h>
#include <cmath>
#include <vector>
#include <assert.h>
#include <unordered_set>
#include <unordered_map>
#include "Player.hpp"
SDL_Point operator+(SDL_Point left, SDL_Point right);
SDL_Point operator-(SDL_Point left, SDL_Point right);
SDL_Point operator*(SDL_Point left, SDL_Point right);
SDL_Point operator/(SDL_Point left, SDL_Point right);
SDL_Point operator/(SDL_Point left, SDL_Point right);
SDL_Point operator*(int left, SDL_Point right);
SDL_Point operator*(SDL_Point left, int right);
SDL_Point operator/(SDL_Point left, int right);
int operator!(SDL_Point left);
#ifndef Point
struct Point
@ -17,6 +38,24 @@ struct Point
{ }
};
Point operator+(Point left, Point right);
Point operator-(Point left, Point right);
Point operator*(Point left, Point right);
Point operator/(Point left, Point right);
Point operator*(double left, Point right);
Point operator*(Point left, double right);
Point operator/(double left, Point right);
Point operator/(Point left, double right);
double operator!(Point left);
#endif
#ifndef Orientation
@ -50,10 +89,10 @@ const Orientation flat_orientation = Orientation(3.0 / 2.0, 0.0, sqrt(3.0) / 2.0
struct Layout
{
const Orientation orientation;
const double size;
const SDL_Point origin;
Uint16 size;
SDL_Point origin;
Layout(Orientation orientation_, double size_, SDL_Point origin_)
Layout(Orientation orientation_, Uint16 size_, SDL_Point origin_)
: orientation(orientation_), size(size_), origin(origin_)
{ }
};
@ -64,7 +103,7 @@ struct Layout
struct Field
{
const Sint16 x, y, z;
Sint16 x, y, z;
Field(Sint16 x_, Sint16 y_, Sint16 z_) : x(x_), y(y_), z(z_)
{
@ -116,25 +155,59 @@ Point field_to_point(const Field f, const Layout layout);
Field point_to_field(Point point, const Layout layout);
Point field_corner_offset(Uint8 corner, const Layout layout);
Point field_corner_offset(int corner, const Layout layout);
std::vector<Point> field_to_polygon(const Field field, const Layout layout);
#ifndef FieldMeta
class FieldMeta
{
private:
Player *owner;
public:
FieldMeta(Player *owner_) : owner(owner_)
{ }
// Player *get_owner();
// bool set_owner(Player *owner);
};
#endif
#ifndef Grid
class Grid
{
protected:
std::unordered_set<Field> fields;
SDL_Color color;
std::unordered_map<Field, FieldMeta *> fields_meta;
Layout layout;
Field marker;
public:
Grid(Layout layout_, SDL_Color color_) : layout(layout_), color(color_)
Grid(Layout layout_) : layout(layout_), marker(0, 0, 0)
{
this->fields = std::unordered_set<Field>();
this->fields_meta = std::unordered_map<Field, FieldMeta *>();
};
~Grid()
{
for (const Field &elem : this->fields)
{
delete this->fields_meta.at(elem);
}
}
void set_origin(SDL_Point origin);
void move(SDL_Point move);
void update_marker();
virtual bool render(SDL_Renderer *renderer) = 0;
void handle_event(SDL_Event *event);
};
#endif
@ -143,8 +216,10 @@ public:
class HexagonGrid : public Grid
{
private:
Sint16 radius;
public:
HexagonGrid(Sint16 grid_radius, Layout layout, SDL_Color color);
HexagonGrid(Sint16 grid_radius, Layout layout);
bool render(SDL_Renderer *renderer);
};

View file

@ -1,4 +1,5 @@
#include <string>
#include <SDL_video.h>
#include "Main.hpp"
@ -9,9 +10,9 @@ void logSDLError(std::ostream &os, const std::string &msg)
SDL_Window *init_window()
{
SDL_Window *window = SDL_CreateWindow("Hello World!", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SCREEN_WIDTH,
SCREEN_HEIGHT, SDL_WINDOW_OPENGL);
SCREEN_WIDTH, SCREEN_HEIGTH, SDL_WINDOW_OPENGL);
if (window == NULL)
{
logSDLError(std::cout, "SDL_CreateWindow");
@ -32,50 +33,120 @@ SDL_Renderer *init_renderer(SDL_Window *window)
return renderer;
}
SDL_Surface *init_surface(int width, int height)
void Timer::start_timer()
{
//SDL_Surface *surface = SDL_CreateRGBSurface(0, width, height, 32, rmask, gmask, bmask, amask);
SDL_Surface *surface = SDL_CreateRGBSurface(0, width, height, 32, 0, 0, 0, 0);
if (surface == NULL)
{
logSDLError(std::cout, "SDL_CreateSurface");
}
return surface;
this->timer_started = SDL_GetTicks();
}
SDL_Texture *init_texture(SDL_Renderer *renderer, SDL_Surface *surface)
Uint32 Timer::get_timer()
{
SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
if (texture == NULL)
Uint32 ticks_passed = SDL_GetTicks() - this->timer_started;
return ticks_passed;
}
Uint32 Timer::reset_timer()
{
Uint32 ticks_passed = this->get_timer();
this->timer_started = SDL_GetTicks();
return ticks_passed;
}
void Game::toggle_fullscreen()
{
SDL_DisplayMode dm;
SDL_GetCurrentDisplayMode(SDL_GetWindowDisplayIndex(this->window), &dm);
if (!this->full_screen)
{
logSDLError(std::cout, "SDL_CreateTexture");
this->full_screen = true;
SDL_SetWindowSize(this->window, dm.w, dm.h);
SDL_SetWindowFullscreen(this->window, SDL_WINDOW_FULLSCREEN);
}
else
{
this->full_screen = false;
SDL_SetWindowFullscreen(this->window, 0);
SDL_SetWindowSize(this->window, SCREEN_WIDTH, SCREEN_HEIGTH);
SDL_SetWindowPosition(this->window, dm.w / 4, dm.h / 4);
}
}
void Game::handle_event(SDL_Event *event)
{
if (event->type == SDL_KEYDOWN)
{
SDL_Keycode key = event->key.keysym.sym;
if (key == SDLK_w)
this->move[0] = true;
if (key == SDLK_a)
this->move[1] = true;
if (key == SDLK_s)
this->move[2] = true;
if (key == SDLK_d)
this->move[3] = true;
if (key == SDLK_f)
{
toggle_fullscreen();
}
if (key == SDLK_ESCAPE)
{
this->quit = true;
}
}
if (event->type == SDL_KEYUP)
{
SDL_Keycode key = event->key.keysym.sym;
if (key == SDLK_w)
this->move[0] = false;
if (key == SDLK_a)
this->move[1] = false;
if (key == SDLK_s)
this->move[2] = false;
if (key == SDLK_d)
this->move[3] = false;
}
return texture;
}
int Game::game_loop()
{
bool quit = false;
while (!quit)
Timer *frame_timer = new Timer();
frame_timer->start_timer();
double fps;
Uint32 frame_counter = 0;
while (!this->quit)
{
if (frame_timer->get_timer() > 1000.0)
{
fps = frame_counter / (frame_timer->reset_timer() / 1000.0);
frame_counter = 0;
std::cout << fps << std::endl;
}
SDL_Event event;
while (SDL_PollEvent(&event))
{
if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP)
{
this->handle_event(&event);
}
if (event.type == SDL_QUIT)
{
quit = true;
} else if (event.type == SDL_MOUSEBUTTONDOWN)
break;
}
if (event.type == SDL_MOUSEMOTION || event.type == SDL_MOUSEWHEEL)
{
quit = true;
grid->handle_event(&event);
}
}
SDL_Point move_by = {(this->move[1] - this->move[3]) * 10, (this->move[0] - this->move[2]) * 10};
this->grid->move(move_by);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 0xff, 0xff, 0xff, 0xff);
this->grid->render(renderer);
SDL_RenderPresent(renderer);
frame_counter++;
}
delete frame_timer;
return 0;
}
@ -104,6 +175,9 @@ int main(int, char **)
Game *game = new Game(window, renderer);
int exit_status = game->game_loop();
delete game;
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return exit_status;
}

View file

@ -4,12 +4,9 @@
#include "GameMap.hpp"
#ifndef DEFAULTS
const Sint16 GRID_SIZE = 20;
const int SCREEN_WIDTH = 800;
const int SCREEN_HEIGHT = 800;
const SDL_Point CENTER = {SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2};
const Layout LAYOUT = Layout(pointy_orientation, 20.0, CENTER);
const Sint16 GRID_SIZE = 6;
const SDL_Color COLOR = {0, 255, 255, 255};
const int SCREEN_HEIGTH = 600;
#endif
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
@ -24,25 +21,54 @@ Uint32 bmask = 0x00ff0000;
Uint32 amask = 0xff000000;
#endif
#ifndef Timer
//template <class T>
class Timer
{
private:
Uint32 timer_started;
public:
void start_timer();
Uint32 get_timer();
Uint32 reset_timer();
};
#endif
#ifndef Game
class Game
{
private:
SDL_Window *window;
SDL_Renderer *renderer;
HexagonGrid *grid;
bool move[4];
bool full_screen;
bool quit;
public:
Game(SDL_Window *window_, SDL_Renderer *renderer_)
: window(window_), renderer(renderer_)
{
this->grid = new HexagonGrid(GRID_SIZE, LAYOUT, COLOR);
Layout layout = {pointy_orientation, GRID_SIZE, {SCREEN_WIDTH / 2, SCREEN_HEIGTH / 2}};
this->grid = new HexagonGrid(GRID_SIZE, layout);
for (int i = 0; i < 4; i++)
{
this->move[i] = false;
}
this->quit = false;
}
void toggle_fullscreen();
~Game()
{
delete this->grid;
}
void handle_event(SDL_Event *event);
int game_loop();
};
#endif

View file

@ -0,0 +1,9 @@
#ifndef Player
struct Player
{
const SDL_Color color;
const std::string name;
};
#endif