Added a profiler.

This commit is contained in:
2026-08-07 12:28:18 -07:00
parent 14d87eac10
commit 47b9a9ae38
6 changed files with 207 additions and 63 deletions
+39 -43
View File
@@ -90,9 +90,6 @@ static void draw_rectangle(struct game_offscreen_buffer *buffer,
if(max_y > height)
max_y = height;
/*unsigned int color = (unsigned int)((round_float_to_int(r * 255.0f) << 16) |
(round_float_to_int(g * 255.0f) << 8) |
(round_float_to_int(b * 255.0f) << 0));*/
color = (unsigned int)((round_float_to_int(255.0f) << 24) |
(round_float_to_int(r * 255.0f) << 16) |
(round_float_to_int(g * 255.0f) << 8) |
@@ -337,19 +334,19 @@ static void move_player(struct game_state *game_state,
tile_map = game_state->world->tile_map;
if((dd_player.x != 0.0f) && (dd_player.y != 0.0f))
dd_player = V2Multiply(0.7071067811865475244f, dd_player);
dd_player = v2_multiply(0.7071067811865475244f, dd_player);
player_speed = 10.0f;
dd_player = V2Multiply(player_speed, dd_player);
dd_player = v2_multiply(player_speed, dd_player);
dd_player = V2Add(dd_player, V2Unary(V2Multiply(1.5f, entity->dp)));
dd_player = v2_add(dd_player, v2_unary(v2_multiply(1.5f, entity->dp)));
old_player_p = entity->p;
new_player_p = old_player_p;
player_delta = V2Add(V2Multiply(0.5f, V2Multiply(Square(dt), dd_player)),
V2Multiply(dt, entity->dp));
new_player_p.offset = V2Add(player_delta, new_player_p.offset);
entity->dp = V2Add(V2Multiply(dt, dd_player), entity->dp);
player_delta = v2_add(v2_multiply(0.5f, v2_multiply(square(dt), dd_player)),
v2_multiply(dt, entity->dp));
new_player_p.offset = v2_add(player_delta, new_player_p.offset);
entity->dp = v2_add(v2_multiply(dt, dd_player), entity->dp);
new_player_p = recannonicalize_position(tile_map, new_player_p);
{
@@ -402,42 +399,44 @@ static void move_player(struct game_state *game_state,
r.y = -1;
}
entity->dp = V2Subtract(entity->dp,
V2Multiply(1*InnerProduct(entity->dp, r), r));
entity->dp = v2_subtract(entity->dp,
v2_multiply(1*inner_product(entity->dp, r), r));
} else {
entity->p = new_player_p;
}
#else
unsigned int MinTileX = 0;
unsigned int MinTileY = 0;
unsigned int OnePastMaxTileX = 0;
unsigned int OnePastMaxTileY = 0;
unsigned int abs_tile_z = game_state->PlayerP.abs_tile_z;
tile_map_position BestPlayerP = game_state->PlayerP;
F32 BestDistance = LengthSq(player_delta);
for(unsigned int abs_tile_y = MinTileY;
abs_tile_y != OnePastMaxTileY;
unsigned int min_tile_x = 0;
unsigned int min_tile_y = 0;
unsigned int one_past_max_tile_x = 0;
unsigned int one_past_max_tile_y = 0;
unsigned int abs_tile_z = game_state->player_p.abs_tile_z;
tile_map_position best_player_p = game_state->player_p;
F32 best_distance = length_sq(player_delta);
for(unsigned int abs_tile_y = min_tile_y;
abs_tile_y != one_past_max_tile_y;
abs_tile_y++)
{
for(unsigned int abs_tile_x = MinTileX;
abs_tile_x != OnePastMaxTileX;
for(unsigned int abs_tile_x = min_tile_x;
abs_tile_x != one_past_max_tile_x;
abs_tile_x++)
{
tile_map_position TestTileP =
CenteredTilePoint(abs_tile_x, abs_tile_y, abs_tile_z);
unsigned int TileValue = get_tile_value_by_pos(tile_map, TestTileP);
if(IsTileValueEmpty(TileValue)) {
v2 MinCorner = V2Multiply(-0.5f,
tile_map_position test_tile_p =
centered_tile_point(abs_tile_x, abs_tile_y, abs_tile_z);
unsigned int tile_value =
get_tile_value_by_pos(tile_map, test_tile_p);
if(is_tile_value_empty(tile_value)) {
v2 min_corner = v2_multiply(-0.5f,
(v2){ tile_map->tile_side_in_meters,
tile_map->tile_side_in_meters });
v2 MaxCorner = V2Multiply(-0.5f,
v2 max_corner = v2_multiply(-0.5f,
(v2){ tile_map->tile_side_in_meters,
tile_map->tile_side_in_meters });
tile_map_difference RelNewPlayerP =
SubtractInF32(tile_map, &TestTileP, &new_player_p);
v2 TestP = ClosestPointInRectangle(MinCorner, MaxCorner,
RelNewPlayerP);
tile_map_difference rel_new_player_p =
subtract_in_f32(tile_map, &test_tile_p, &new_player_p);
v2 test_p = closest_point_in_rectangle(min_corner,
max_corner,
rel_new_player_p);
if(...) {
}
}
@@ -846,10 +845,6 @@ void update_and_render(struct thread_context *thread,
}
}
/*draw_rectangle(buffer, 0.0f, 0.0f,
(F32)buffer->Width, (F32)buffer->Height,
0.0f, 1.0f, 0.0f);*/
draw_bitmap(buffer, &game_state->backdrop, 0.0f, 0.0f, 0, 0);
screen_center_x = 0.5f * (float)buffer->width;
@@ -894,8 +889,8 @@ void update_and_render(struct thread_context *thread,
Center.y = screen_center_y + meters_to_pixels *
game_state->camera_p.offset.y -
(float)rel_row*(float)tile_side_in_pixels;
Min = V2Subtract(Center, TileSide);
Max = V2Add(Center, TileSide);
Min = v2_subtract(Center, TileSide);
Max = v2_add(Center, TileSide);
draw_rectangle(buffer, Min, Max, Gray, Gray, Gray);
}
}
@@ -934,12 +929,13 @@ void update_and_render(struct thread_context *thread,
player_ground_point_y - meters_to_pixels*entity->height;
player_width_height.x = entity->width;
player_width_height.x = entity->height;
player_width_height.y = entity->height;
draw_rectangle(buffer, player_left_top,
V2Add(player_left_top, V2Multiply(meters_to_pixels,
player_width_height)),
player_r, player_g, player_b);
v2_add(player_left_top,
v2_multiply(meters_to_pixels,
player_width_height)),
player_r, player_g, player_b);
bitmap = &game_state->hero_bitmaps[entity->facing_direction];
draw_bitmap(buffer, &bitmap->torso,